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  • #13050
    Xerecs
    Moderator

    That is an impressive gunship there. That combination of abilities with that speed….. That’s a scary ship, and possibly worth more than 23 points.

    I don’t see a faction, who gets this ship?

    #13051
    Ochobrazo2298
    Participant

    Oh whoops. XD

    Faction: Pirate

    #13054
    Xerecs
    Moderator

    Considering the excellent crew selections the pirates have, this is a VERY good ship. 23 points is a good place to start, it could very easily go up. It might be more interesting if it was slower. Reducing the speed would also bring the point cost down imo. If you go from S+L to L you could probably bring this down to around 20 points.

    #13056
    Ochobrazo2298
    Participant

    I just played a game that featured this ship and I crewed it up accordingly:

    Calico Cat (OE), Crimson Angel (RotF{LE}), Oarsman And Duncan Rousseau.

    #13057
    Xerecs
    Moderator

    How did it perform?

    With EA possible along with Parley to give it a second layer of defense, I imagine it was hard to damage.

    #13059
    Ochobrazo2298
    Participant

    Yeah Pretty hard to except that Raninoidia can still hit hard on it and nearly Sunk it

    With fear from Captain Davy Jones.

    XD

    but sea star(RTSS) helped it repair at sea in the arms of Ochobrazo.(From the same fleet as Tiki Temple)

    #13165
    Jonathan Bowen
    Participant

    Hey-o! How’s everybody doing? Yes, I still exist; I’m just as surprised as you all.

    Anyway, I come bearing some old customs that didn’t get released because they weren’t finished! So buckle up, because we’re going aaalllll the way back to Pirates of the Dark Tides!

    These pieces are Unique Treasures that I had ideas for, but never really gave abilities to until, like, actually yesterday or so. Preface: I did not create all of these Unique Treasures; it was a 50/50 effort between Xerecs and I. Yes, we’re both criminally insane.

    So! Let’s get into it!

    151. The Ignika: Once at the beginning of each of your turns roll a d6. On a result of 4-6 place a crew worth point cost 3 or less on this ship. On a 1-3 eliminate a crew on this ship.

    152. The Olmak: At the beginning of your turn, roll a d6. On a result of 6, this ship has D movement for this turn.

    So, these are….. a little broken….
    I’m open to criticism, as always, but do keep in mind that I already know how broken these probably are/will be.
    As I always say, if you have any comments, questions, or concerns about these two UT’s, let me know, and I’ll get back to you as soon as I can.

    Until next post,
    -J. W. Darkhurst

    #13168
    Xerecs
    Moderator

    I think the Olmak is more powerful than the Ignika. A string of bad rolls with the Ignika will leave you with no crew.

    Thinking about their source material, I think the Olmak needs to change. Something like docking the ship at an island, similar to Necklace of the Sky from SS.

    #13169
    Jonathan Bowen
    Participant

    @ Xerecs
    Hmmm, alright. Seems pretty fair. Would you want to come up with the proper wording for it, or do you want me to draft up the retcon? (Moreover, do you just want to copy Necklace of the Sky lol)

    -Darkhurst

    #13170
    Xerecs
    Moderator

    Do people care much about flavor text on custom pieces?

    #13171
    Black Hat Jacob
    Participant

    Personally I love the flavor text on custom pieces. It’s like a little story that makes the ship/crew a little more interesting, even if it’s stats aren’t the best.

    #13173
    Woelf
    Moderator

    @j-w-darkhurst @xerecs

    151. The Ignika: Once at the beginning of each of your turns roll a d6. On a result of 4-6 place a crew worth point cost 3 or less on this ship. On a 1-3 eliminate a crew on this ship.

    152. The Olmak: At the beginning of your turn, roll a d6. On a result of 6, this ship has D movement for this turn.

    Both of these could be abused somewhat with a reroller, but otherwise would work fine.    Neither has as much game-breaking/wrecking potential as some that already exist, like Lost or Altar of the Loa.

    For wording The Olmak, and just as a general rule, you should avoid referring to things that are only addressed within specific keywords.  Giving a ship “D” movement means nothing if you don’t also know the Sea Dragon keyword.   Instead, you should write out exactly the effect it provides, which also gives you more opportunity to limit or at least fine-tune it.

    For example, you could say,

    “On a result of 6, you may place this ship within L of any island.”

    or

    “On a result of 6, you may dock this ship at your home island or any wild island.”

     

    If you want the full, equivalent effect of D movement, go with something like, “On a result of 6, this ship has unlimited movement this turn.   It ignores all terrain, islands, and ships when moving, but cannot end any movement overlapping a ship or island.”

    Adding the part about not overlapping an island prevents issues where the ship could get stuck (or purposely hidden) on land until it rolls another 6.

    #13175
    Xerecs
    Moderator

    @Woelf

    We’re already thinking of re-wording the Olmak to be similar to the Necklace of the Sky from SS. I suppose that the Ignika could be abused on a SAC build ship, but you’d still need to get good rolls, which rarely a guarantee.

    #13177
    Derrick Derksen
    Participant

    I’ve been thinking about custom ships that’re revisions of existing ships, with the caveat that they have been captured and are under the control of the Pirate faction.  This idea was of course inspired by the capture of the Dauntless by Jack Sparrow and William Turner.

    18 points HMS Dauntless (Lawless) Pirate faction

    4 Mast 5 Cargo L speed 3S 2L 2L 3L cannons

    Crew of any nationality may use their abilities on this ship.  Whenever this ship docks at it’s home Island, you may eliminate a treasure from your island.  If you do, assign a generic crew to this ship with point value equal to or less than the value of the eliminated treasure.  This ability cannot cause you to exceed the ships cargo limit.

    Flavor Text “The English could do nothing more than look on in amazement and disgust as their beloved vessel disappeared into the horizon.”

    #13179
    Xerecs
    Moderator

    Nifty idea, I’m quite intrigued by that ability. I could absolutely see it being use or abused in a campaign setting with a SAC captain.

    #13182
    Ben
    Keymaster

    @JW Darkhurst: Good to see you here again!  I just “returned” recently and I’m greatly looking forward to this year’s summer game! 🙂

    I think the Olmak is more powerful than the Ignika. A string of bad rolls with the Ignika will leave you with no crew.

    Agreed.  Kinda think I might like to use The Olmak though… XD

    @Derrick Derksen: Did you take a mast away from the Dauntless to represent it having less firepower with only pirates aboard?

    I could absolutely see it being use or abused in a campaign setting with a SAC captain.

    I don’t see how it’s any better than just hiring crew normally.  To make it a better option (especially since the ability requires docking at your home island, which requires a move action), the crew would have to take up no space or have some other benefit.

    #13195
    Derrick Derksen
    Participant

    @Ben No, I didn’t realized the in game iteration of the Dauntless was a 5 master, I remember the ship having 4 masts in the movie, but I could have been mistaken.  If the in game Dauntless is a 5 master, then my version would also be a 5 master.

    #13200
    Ben
    Keymaster

    No, I didn’t realized the in game iteration of the Dauntless was a 5 master, I remember the ship having 4 masts in the movie, but I could have been mistaken.  If the in game Dauntless is a 5 master, then my version would also be a 5 master.

    Technically in the movie the Dauntless has 3 masts, but for the game Wizkids made it a 5 master.

    #13202
    Woelf
    Moderator

    @captainvalen

    18 points HMS Dauntless (Lawless) Pirate faction

    4 Mast 5 Cargo L speed 3S 2L 2L 3L cannons

    Crew of any nationality may use their abilities on this ship.  Whenever this ship docks at it’s home Island, you may eliminate a treasure from your island.  If you do, assign a generic crew to this ship with point value equal to or less than the value of the eliminated treasure.  This ability cannot cause you to exceed the ships cargo limit.

    As a free(?) action that can be used each time the ship docks, this could be abused fairly easily with a SAC character, as Xerecs said.

    To reduce that potential somewhat, you could make using this cost a full action (essentially “banking” that action for future use), or you could require that the coin be on the ship rather than the island (so you can’t bounce along the coast repeatedly to convert a bunch of coins).

    To prevent that potential abuse entirely, you could say that any crew “hired” in this way cannot be eliminated by friendly abilities, so then they’re useless to the SAC ability.

    #13204
    Xerecs
    Moderator

    Kinda think I might like to use The Olmak though… XD

    It’s getting a re-work to function more like the Necklace of the Sky. I’ll post it later. 😀

    #13205
    Xerecs
    Moderator

    A re-work of the Olmak UT

    Olmak

    Ability: Load this treasure face-down. Give this ship a move action but do not move her. Instead reveal this treasure and dock this ship at any wild island. Turn this treasure face-down, it cannot be used for three turns.

     

    I’m not sure if this is better or worse than the previous version, but this is closer to what the source does.

    #13206
    Ben
    Keymaster

    I’m not sure if this is better or worse than the previous version, but this is closer to what the source does.

    Definitely less OP than the original.  And therefore, slightly less likely to get yanked into CG4.  XD

    #13215
    Jonathan Bowen
    Participant

    Hello I’m back yet again! And while I doubt what I have to share next will be Earth-shatteringly broken, stuff will eventually get to that level. ?

    But anyways! I’ve got a few more Unique Treasures to share with y’all, also unreleased from Dark Tides, so buckle up, because today, you’re getting six of ’em!

    154. The Pakari: Once per turn, roll a d6. On a result of 5-6, this ship’s cannons eliminate two masts with each hit for this turn.

    155. The Kakama: Before you give this ship an action, roll a d6. On a result of 5-6, this ship gets +L+L to her base move for this turn. Islands, ships, and terrain do not block this ship’s movement.

    146. The Hau: This ship’s masts can only be eliminated by a cannon roll of 6. Place this treasure on the nearest wild island when she is hit.

    147. The Akaku: Once per your turn, you may look at all the face-down treasure on a wild island within L of this ship.

    148. The Kaukau: At the beginning of your turn, roll a d6. The result is the number of turns this ship may use the Seafloor Traveler keyword.

    149. The Miru: This ship ignores terrain except for Storms. Ships, islands, and terrain except Storms do not block this ship’s line of fire.

    To those of you who noticed, there is a number gap between the Olmak and the Pakari. That’s because there’s a legitimately broken one between them that Xerecs will probably handle.
    Looking back, these might’ve been more appropriate to be released in Spherus Magna (by Xerecs) since they share the same inspiration as that whole set, but the ideas for these pieces predate Spherus Magna.

    Either way, let me know what y’all think of these! Leave your comments, questions, or concerns, and I’ll get back to you as soon as I can.
    Until next post,
    -J. W. Darkhurst

    #13225
    Woelf
    Moderator

    @xerecs

    A re-work of the Olmak UT

    Olmak

    Ability: Load this treasure face-down. Give this ship a move action but do not move her. Instead reveal this treasure and dock this ship at any wild island. Turn this treasure face-down, it cannot be used for three turns.

     I’m not sure if this is better or worse than the previous version, but this is closer to what the source does.

    The island-warping effect is fine.  It’s very similar to being a reusable version of what Hidden Cove should have been.

    The timer for reusing it could be problematic, though.   There can be tracking issues with any non-permanent effects that last more than a turn or two.    A ship that’s completely immobilized for X-number of turns by Mermaids is one thing, but a LOT can happen to a face-down treasure token over the course of three turns.  It could be transferred between multiple different ships within a fleet or even change hands between different players.   Do any of those “reset” the timer, or is the three turn restriction a hard limit?   Does it refer to the most recent user’s turn only, or all player turns?

    #13226
    Woelf
    Moderator

    @j-w-darkhurst

    148. The Kaukau: At the beginning of your turn, roll a d6. The result is the number of turns this ship may use the Seafloor Traveler keyword.

    What does the Seafloor Traveler keyword do?  (I assume you’ve posted it elsewhere, but you should include it here for reference.)

    If this is meant to be a single-use UT, it should say “when revealed” or something similar along those lines.      The way it’s currently worded, it could be argued that you can roll again every single turn, effectively making it permanently provide the keyword (which might not actually be a bad thing, depending on what that does).

    This has similar tracking issues as the revised Olmak above, but at least with this one the use of the die suggests that it can also be used to track the effect.  It also helps that it specifically applies the effect to only the ship that uses it, as opposed to being a potentially global timer.

    #13231
    Xerecs
    Moderator

    Do any of those “reset” the timer, or is the three turn restriction a hard limit?   Does it refer to the most recent user’s turn only, or all player turns?

    Good questions! I think it should be a hard limit. If the Treasure changes ships or somehow changes ownership, it still can’t be used until the initial 3 turns have expired.

    What does the Seafloor Traveler keyword do?

    Seafloor Traveller: At the beginning of each of you turns decide if this ship is submerged or not. If she is, she cannot ram, be rammed, pin or be pinned, board, be boarded, shoot or be shot at. She may only be given move actions.

     

    I know I posted it back on MT, but I’m not sure if I ever posted it here. Anywho, it basically lets you submerge a ship, like the Dutchman in Pirates of the Caribbean.

    #13252
    Ben
    Keymaster

    stuff will eventually get to that level.

    Good good, let the broken flow through you.  XD

    Interesting UT’s, I like some of these.  They might be ready for an “exploit”….

    The Kaukau: At the beginning of your turn, roll a d6. The result is the number of turns this ship may use the Seafloor Traveler keyword.

    Echoing what Woelf said, since you can’t roll a 0, this is basically a permanent effect as-is.  Even if you rolled at the beginning of every turn, it wouldn’t matter what you got.

    #13261
    Xerecs
    Moderator

    Most likely a powerful UT.

     

    The Vahi: At the beginning of your turn you may roll a d6. On a result of 6, you may take two turns in a row. On a result of 1, your turn ends immediately, and you lose your next turn. This treasure cannot be removed from this ship. If this ship sinks, the game ends.

    #13262
    Ben
    Keymaster

    At the beginning of your turn you may roll a d6. On a result of 6, you may take two turns in a row. On a result of 1, your turn ends immediately, and you lose your next turn. This treasure cannot be removed from this ship. If this ship sinks, the game ends.

    O_O  What?!  Yikes… this is on another level.  I could easily use this in CG4 with the Arcane and auto-6’s to dominate that game even more, but this is so crazy that I’m going to draw a line and not even touch it.  O_O  (that’s saying something heh)

    Even without the combos I have available in CG4 to exploit this, in normal games it could still spell a lot of trouble.  It’s generally best to not have the outcome of a game decided by one d6 roll… strategy should trump luck.  The last part is interesting – if you know you’re in the lead, just send this ship to the depths!

    #13263
    Xerecs
    Moderator

    Honestly I forgot I worded it like that. There’s an alternate version where it’s limited to affecting only the ship that finds it.

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