Custom Ships (post your custom game pieces here!)

Pirates with Ben – About Pirates CSG Pirates CSG Forums Pirates CSG Custom Ships (post your custom game pieces here!)

Tagged: 

Viewing 30 posts - 1,111 through 1,140 (of 1,594 total)
  • Author
    Posts
  • #13264
    Xerecs
    Moderator

    Re-work for the Vahi:

    Load this treasure face-down. You may reveal it at the beginning of one of your turns and roll a d6. On a result of 6 this ship may take it’s turn twice. On a result of 1-3 this ship may not be given any actions this turn, and it’s next turn. Once revealed this treasure cannot be removed from this ship, if this treasure is removed from play, the game ends immediately.

    #13265
    Ben
    Keymaster

    Load this treasure face-down. You may reveal it at the beginning of one of your turns and roll a d6. On a result of 6 this ship may take it’s turn twice. On a result of 1-3 this ship may not be given any actions this turn, and it’s next turn. Once revealed this treasure cannot be removed from this ship, if this treasure is removed from play, the game ends immediately.

    This is so different that now it might be more of a negative UT than an OP one.  Now that it only affects the ship carrying it, it would probably be better to define it as “this ship may be given an extra/no actions”, since ship “turns” aren’t defined in the rules.

    Is the game supposed to end if the ship is sunk when the UT is still face down?

    #13269
    Xerecs
    Moderator

    Is the game supposed to end if the ship is sunk when the UT is still face down?

    No, that effect only triggers if the UT is face-up. I’m not sure how to word it so that’s clear.

     

    Now that it only affects the ship carrying it, it would probably be better to define it as “this ship may be given an extra/no actions”, since ship “turns” aren’t defined in the rules.

    True, turns aren’t defined well in the rules, but I don’t want this to be a simple EA/SAT generator.

    #13279
    Woelf
    Moderator

    Re-work for the Vahi:

    Load this treasure face-down. You may reveal it at the beginning of one of your turns and roll a d6. On a result of 6 this ship may take it’s turn twice. On a result of 1-3 this ship may not be given any actions this turn, and it’s next turn. Once revealed this treasure cannot be removed from this ship, if this treasure is removed from play, the game ends immediately.

    Anything with an effect great enough to instantly end the game should probably be revealed immediately when found and kept that way, but even then it could become very problematic.   An opposing player will only derelict the ship instead of sinking it unless they have a definite advantage.  Meanwhile, the player with it could trigger scuttling the ship, then on their following turn use their actions to quickly unload as much treasure as possible before letting the ship actually sink.

    The turns vs. actions is adding more complexity than is necessary.  You could instead say that the ship gains one additional action that ignores the action limit.  To avoid any weird timing issues, you could specify that it must apply after all other actions.

    Is the rolling for actions effect meant to be every turn, or just once the first time it’s revealed?

    #13280
    Xerecs
    Moderator

    Is the rolling for actions effect meant to be every turn, or just once the first time it’s revealed?

    Once, the first time it’s revealed.

    I get that turns v. actions makes it more complex, but I’m envisioning a ship being able to use “Once per turn” crew/abilities twice.

    For example, the Vahi is on the same ship as Calico Cat (SM). The Vahi is revealed, and succeeds. Calico succeeds at her SAT roll. That ship takes its turn, uses the SAT and any other abilities. Once it has been given its final actions, the Vahi kicks in. The ship can now roll for another SAT or utilize a re-roll ability, as if it was taking another turn.

     

    #13282
    Woelf
    Moderator

    I get that turns v. actions makes it more complex, but I’m envisioning a ship being able to use “Once per turn” crew/abilities twice.

    The best solution might be to have it state that directly, something like this:

    After completing all other actions, this ship may take an additional action and use any of its “once per turn” abilities a second time.   This ship’s total action limit for the turn becomes 4 (instead of 2).

    #13300
    Ochobrazo2298
    Participant

    I’ve got some custom UTs that i’d like to share with you:

    Name: Corodum

    Ability: On the turn this treasure is loaded roll a d6, That is the gold value of this treasure and if you

    stay away from your home island for up to 5 turns it increases the value of the treasure by 5 adding on to the d6 roll.

    But if you come back to your home island before the 5 turns are up then it is equal to the the d6 roll plus however many turns you spent at sea.

    But if the ship carrying Corodum is boarded and Corodum is taken by that ship, The ship that took Corodum has to roll a d6 and so on.

    Name: Black Arrow

    Ability: Load this treasure face down. Reveal it when this ship is given a shoot action, She gains the Keywords: Extended Range and Broadsides Attack for this turn only, Then eliminate Black Arrow from the game.

    Name: Turkish Delight

    Ability: When loaded, Move to the ship in your fleet with the most crew.

    Roll a d6 for every crew onboard, Minus the each crew’s point cost from the d6 result. The remaining points on the d6 results are the value of Turkish Delight when unloaded at your home island.

    #13304
    Ben
    Keymaster

    I think Corodum could be simplified in the wording.  Something like “For every turn this ship is not docked at your home island, add 1 gold to the value of this treasure to maximum of +5” to eliminate some of the redundant verbiage.  You also don’t need the word “but” at the beginning of any sentences.

    I assume Turkish Delight has a minimum value of 0 and cannot be negative?  I don’t think my fleets would ever get much value out of it heh, but not bad for a swarm fleet with minimal crew.

    All three look fair and playable!

    #13305
    Xerecs
    Moderator

    I agree that the Corodums wording could be simplified to match the language that WK used.

    When loaded, Move to the ship in your fleet with the most crew.

    To avoid any possible confusion I think you should specify that the treasure moves. This is just vague enough that it could be interpreted differently. Is a crew moving? Is the ship? Is the treasure?

    I would make a suggesting regarding the Turkish Delight. Consider reversing the effects, instead of subtracting, try adding. Subtracting from the d6 will get weird really quick if you roll a bunch of 1’s for generic crew. It’ll get even weirder when you roll low with crew with a high point cost around 10. You wouldn’t even need to roll low for that to get weird, if you roll a 6 but subtract 7, you’re at -1.

    Adding the value to the crew makes the treasure much more valuable, and less weird for when you roll low with it.

     

    Is Black Arrow removed regardless of the success of the shoot action or Broadsides Attack?

    #13309
    Woelf
    Moderator

    Largely echoing what the others have said…

    Name: Corodum

    Ability: On the turn this treasure is loaded roll a d6, That is the gold value of this treasure and if you

    stay away from your home island for up to 5 turns it increases the value of the treasure by 5 adding on to the d6 roll.

    But if you come back to your home island before the 5 turns are up then it is equal to the the d6 roll plus however many turns you spent at sea.

    But if the ship carrying Corodum is boarded and Corodum is taken by that ship, The ship that took Corodum has to roll a d6 and so on.

    This could be simplified greatly, and Ben has a good idea for how to track the time away from home:

    “After loading Corodum, roll a d6;  Corodum is worth gold equal to the result.   If this treasure is not unloaded at the end of your turn, add 1 to its total value, up to a maximum of +5.   If Corodum is transferred to an opposing ship, reset and reroll its value.”

    Name: Black Arrow

    Ability: Load this treasure face down. Reveal it when this ship is given a shoot action, She gains the Keywords: Extended Range and Broadsides Attack for this turn only, Then eliminate Black Arrow from the game.

    Is the intent of this to allow the ship to use Broadsides Attack at double range?  As written it doesn’t do that, so you’d be forced to choose one ability or the other for the shoot action because BA doesn’t play nice with other abilities.

    If it is meant to combine them, which range is doubled: the ship’s printed values (potentially up to L+L), or the reduced range of BA (S+S)?

    Name: Turkish Delight

    Ability: When loaded, Move to the ship in your fleet with the most crew.

    Roll a d6 for every crew onboard, Minus the each crew’s point cost from the d6 result. The remaining points on the d6 results are the value of Turkish Delight when unloaded at your home island.

    You should say “place this treasure on the ship in your flee with the most crew”, because as written, “move to…” could be interpreted to mean that you must move the entire ship that found this.  Or worse, it could be argued that the ship must use its own actions to deliver this to the other ship.

    It should definitely specify whether or not negative values are possible, because on a ship with several high-value crew, or even just a series of bad rolls, this could be brutal.  If it cannot go negative, you should specify if the value zeros out with each crew individually or if you keep a running total until they’re all rolled.

    For example, imagine if each of your five crew rolls were: (+2), (-4), (+3), (-5), and (+3) .   If negatives are zeroed out after each crew, the -5 and -4 would go away and you’d end up with 8 Gold.  If you kept a running total and only zeroed out a final negative, you’d end up at -1, which would become 0.  That’s a very big potential swing to be left ambiguous.

    In any case, if the final total can go negative, you’ll need to address where the gold comes from if a player does have to make up the difference, and what happens (if anything) if they have no gold to pay in.

    #13658
    Mr. Wick
    Participant

    What model ship is the Mars (Pirates of the Age of Sail)?

    #13660
    Xerecs
    Moderator

    What model ship is the Mars (Pirates of the Age of Sail)?

    You’d have to ask Ben I think. He made the ship.

    #13670
    Ben
    Keymaster

    What model ship is the Mars (Pirates of the Age of Sail)?


    @mr-wick
    : I moved your question since this is the proper thread for it.

    I have not worked on the Mars custom at all, but I will probably make it a 4 masted square rigged ship (same type as HMS Dover) based on its size and armament.

    #14038
    Ben
    Keymaster

    @Xerecs: Is your intention to allow Seafloor Traveler to work with S-boarding while submerged?  It would make sense per the Code, though boarding while submerged is not as explicitly ruled out in the Submarine and Sea Monster keywords compared to Seafloor Traveler.

    -This ability may be used by or against a ship that is submerged.

    #14039
    Xerecs
    Moderator

    “Seafloor Traveler”

    …..she cannot ram, be rammed, pin or be pinned, board, be boarded……

    -emphasis added-

    I think that part of the keyword would prevent any boarding while submerged, even the S board ability.

    Also, just updated the keyword slightly to more clearly state that the ship can only be given a move action while submerged.

    #14043
    Woelf
    Moderator

    I think that part of the keyword would prevent any boarding while submerged, even the S board ability.

    Correct, “cannot board or be boarded” will block the use of the S-boarding ability in both directions.

    #14362
    Xerecs
    Moderator

    Would a Unique Treasure ability that prevented that treasure from being removed from the game be too powerful?

    I’m trying to think of a way for a face-up UT to not be removed by other Treasure’s such as Pirata Codex and Kharmic Idol.

    #14388
    Woelf
    Moderator

    Would a Unique Treasure ability that prevented that treasure from being removed from the game be too powerful?

    I’m trying to think of a way for a face-up UT to not be removed by other Treasure’s such as Pirata Codex and Kharmic Idol.

    That would depend entirely on what else the UT did.

    The Codex, Idol, and Jailhouse Dog exist mostly to counteract the crazy powerful UTs that can be otherwise hard to get rid of, so anything specifically designed to be immune to them would have to be considered very carefully.

    Mechanically, all it would take is a line saying something like, “This unique treasure cannot be removed or eliminated by other unique treasures.”

    #14396
    Xerecs
    Moderator

    That would depend entirely on what else the UT did.

    Something that stayed face-up on an island once revealed.

    #14472
    Ben
    Keymaster

    Something that stayed face-up on an island once revealed.

    Not enough to tell if it would be OP or not.  That could be anything from “bring a ship into the game at this island when you roll a 6” to “ships docked here get +1 to their boarding rolls”.

    #14478
    Xerecs
    Moderator

    I don’t want to reveal the whole ability yet, but you’re close with that first guess. I’ll probably redo bits of the main ability before the reveal. However, this might be some time from now, as the UT involved is part of the SR set for my next set.

    #14793
    Skelebone
    Participant

    Going to start posting my customs from Baltic Sea here again as well as the discord as this feels a bit more permanent than discord; to start, here’s all the currently completed pieces for Sweden:

     

    Name: Kronan
    ID: 067
    Rarity: Rare
    Cost: 17
    Masts: 5
    Cargo: 5
    Movement: S+S
    Cannons: 3S-3L-3L-3L-3S
    Ability: Broadsides Attack.
    Flavor Text: Bristling with guns and adorned in splendor, the Swedish Navy’s flagship is truly a sight to behold.

    Name: Gladan
    ID: 068
    Rarity: Common
    Cost: 7
    Masts: 2
    Cargo: 3
    Movement: S+S
    Cannons: 4S-3S
    Ability: Schooner. Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result.
    Flavor Text: Built as a training ship, the recent rise of piracy in the Baltic Sea has required Gladan to be fitted with weapons to defend herself.

    Name: Vasa
    ID: 069
    Rarity: Uncommon
    Cost: 12
    Masts: 4
    Cargo: 3
    Movement: L
    Cannons: 3S-2L-3L-3S
    Ability: This ship’s own masts do not block its lines of fire. Other ships get -1 to their boarding rolls against this ship.
    Flavor Text: A somewhat older vessel, Vasa has a tall hull and cannons pointing in every direction so she is never left undefended.

    Name: Konung Karl
    ID: 071
    Rarity: Rare
    Cost: 18
    Masts: 5
    Cargo: 4
    Movement: L
    Cannons: 2L-2L-2L-2L-2L
    Ability: This ship’s crew cannot be eliminated unless she sinks.
    Flavor Text: Crewed by some of the finest sailors in the Swedish Navy and loaded with guns on every deck, Konung Karl is a truly a king of the sea.

    Name: Ragnar
    ID: 078
    Rarity: Common
    Cost: 15
    Masts: 3
    Cargo: 6
    Movement: S+L
    Cannons: 4S-5S-4S
    Ability: Schooner. One of this ship’s treasures is worth +2 when unloaded at home island.
    Flavor Text: The merchant ship Ragnar has been seized by the Swedish Navy in an attempt to bolster their numbers following the rise of piracy in the Baltic Sea.

    Name: Norden
    ID: 079
    Rarity: Common
    Cost: 11
    Masts: 3
    Cargo: 4
    Movement: S+S
    Cannons: 2S-3S-3S
    Ability: Turuma. This ship gets +1 to her cannon rolls against the Pirates.
    Flavor Text: One of the first of a new design of galleys built for the Swedish navy, Norden has experienced relative success patrolling Sweden’s coasts and archipelagos.

    Name: Enhorn
    ID: 080
    Rarity: Rare
    Cost: 8
    Masts: 1
    Cargo: 4
    Movement: L
    Cannons: 4S
    Ability: Yacht. Pirate crew may use their abilities on this ship.
    Flavor Text: The crew of the Enhorn have decided that Swedish coin is more valuable when payed than it is when taken. For now.

    Name: Admiral Cederstrom
    ID: 081
    Rarity: Rare
    Cost: 6
    Link: All Swedish Ships
    Ability: Captain. Once per turn before you give this ship an action, roll a d6. On a 5 or 6, this ship may be given the same action twice.
    Flavor Text: General Admiral of the Swedish Navy, Olof Rudolf Cederstrom has participated in near every single conflict Sweden has fought in since the start of his service.

    Name: Otto Gustaf Nordenskold
    ID: 082
    Rarity: Rare
    Cost: 5
    Ability: Once per turn, one crew or ship within S of this ship cannot use its ability that turn. This ship gets +1 to her cannon rolls agaisnt forts.
    Flavor Text: Admiral Nordenskold is known to blockade enemy fortresses and encampments, prefering to starve his enemies before an attack.

    Name: Danjel Karlsson
    ID: 086
    Rarity: Common
    Cost: 6
    Ability: 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: Danjel Karlsson is able to bring a friendly and encouraging face to an otherwise hostile ocean, a quality much appreciated by many of his shipmates.

    Name: Vaxholm Fortress
    ID: 087
    Rarity: Common
    Cost: 3 gold
    Cannons: 3L-3L-3L-3L
    Ability: This fort gets +1 to its cannon rolls against the Russians.
    Flavor Text: The Vaxholm Fortress has had many purposes over its 300 year history, having to be rebuilt multiple times; it currently serves to defend against sporadic Russian attacks.

    New keywords:
    Turuma: A ship with this keyword can’t pin or be pinned. If this ship rams she can’t eliminate a mast from the rammed ship, but boarding may occur as normal. When given a move action, if this ship is within 1S of an island, she can rotate 360° around her mid-point prior to moving. This ship may be given move actions when it has no masts; its printed base move becomes S.
    Yacht: If this ship carries no cargo, she gets +S to her base move.

    #14794
    Woelf
    Moderator

    Name: Enhorn
    ID: 080
    Rarity: Rare
    Cost: 8
    Masts: 1
    Cargo: 4
    Movement: L
    Cannons: 4S
    Ability: Yacht. Pirate crew may use their abilities on this ship.
    Flavor Text: The crew of the Enhorn have decided that Swedish coin is more valuable when payed than it is when taken. For now.

    ———–

    New keywords:
    Yacht: If this ship carries no cargo, she gets +S to her base move.

     

    Just out of curiosity, what’s your design intention here?

    Yacht is directly replicating an existing ability, with no additions or modifications of any kind to differentiate it.   Keywording abilities to save space or allow for more complicated effects is perfectly fine, but this one is relatively short and simple already.

    More significantly, on the only ship where it appears in your list, it’s paired up with a mutually-exclusive ability.   There’s no possible (legal) way that ship could use both abilities at the same time.   That’s very much something Wizkids might do to fill out a set, but I guess I don’t see the value in creating ships for custom sets that are intentionally wasting points (or worse, are purposely meant to be bad).

    #14795
    Skelebone
    Participant

    I had completely blanked on the fact that the abilities contradicted, thank you for pointing that out. The vessel that piece is based off of was labeled as a yacht in the database I was using and so I just tacked on the keyword without really thinking about it. As for the keyword itself, it’s a holdover from the first ship made for the set from about two years ago, and has actually since been somewhat gutted as it originally included a +1 to cannon rolls against pirates. Reexamining it now I think I might just cut it since as you pointed out, it practically serves no purpose as a keyword. I’ll definitely be taking another look at everything else I’ve currently got completed to make sure there aren’t any other big issues like that.

    #14804
    Skelebone
    Participant

    Time for the next round of customs from Pirates of the Baltic Sea!

    First off, two Swedish ships I had forgotten to post last time:

    Name: Mars
    ID: 157
    Rarity: Special Edition
    Cost: 14
    Masts: 4
    Cargo: 4
    Movement: S+S
    Cannons: 3L-2L-2L-3L
    Ability: Once per turn, one of this ship’s cannons may shoot again if it misses.
    Flavor Text: Mars has been equipped with as many guns as she can possibly hold, boasting far more firepower than most other Swedish ships.

    Name: Frigg
    ID: 301
    Rarity: Limited Edition/Promo
    Cost: 10
    Masts: 2
    Cargo: 4
    Movement: L
    Cannons: 3S-3S
    Ability: Longship. Viking crew may use their abilities on this ship.
    Flavor Text: After unknowingly rescuing a Swedish noble being held captive by pirates, the Viking crew of Frigg were offered a pardon for their crimes if they sailed under the Swedish flag.

     

    Next up, the current catalogue of Russian pieces:

    Name: Rossiya
    ID: 045
    Rarity: Rare
    Cost: 18
    Masts: 5
    Cargo: 4
    Movement: L
    Cannons: 3S-2S-2L-2S-3S
    Ability: This ship gets +1 to her cannon rolls against non-Russian ships. Once per turn, one of this ship’s cannons may shoot twice.
    Flavor Text: Named for her country of origin, Rossiya is the pride of the Russian fleet and armed to the teeth.

    Name: Azov
    ID: 046
    Rarity: Uncommon
    Cost: 12
    Link: Admiral Lazarev
    Masts: 4
    Cargo: 3
    Movement: L
    Cannons: 3S-2L-3L-3S
    Ability: If this ship has a Captain crew, she gets +1 to her cannon rolls.
    Flavor Text: Returning from the Black Sea with Admiral Lazarev at the helm, the Azov and her crew are ready for war.

    Name: Natalia
    ID: 047
    Rarity: Common
    Cost: 6
    Masts: 2
    Cargo: 3
    Movement: L
    Cannons: 3S-3S
    Ability: This ship gets +S to her base move if she has all her masts.
    Flavor Text: The swiftness of Natalia can be attributed to her expertly crafted sails, and the well trained crew who rigged them.

    Name: Borodino
    ID: 048
    Rarity: Uncommon
    Cost: 11
    Masts: 3
    Cargo: 2
    Movement: L
    Cannons: 3S-3L-3S
    Ability: Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
    Flavor Text: Built in the far north, Borodino’s crew are well seasoned in dealing with cold weather.

    Name: Polotsk
    ID: 050
    Rarity: Common
    Cost: 12
    Masts: 2
    Cargo: 5
    Movement: S+S+S
    Cannons: 4S-4S
    Ability: Schooner. Crew of any nationality may use their abilities on this ship.
    Flavor Text: Polotsk has flown 4 different flags over her years of service, and a few members of her crew always seem to stick around after she’s ended up in the hands of a new owner.

    Name: Admiral Lazarev
    ID: 059
    Rarity: Rare
    Cost: 6
    Link: Azov
    Ability: Captain. Once per turn, reroll any die roll made for this ship; you must use the second die roll result.
    Flavor Text: Admiral Mikhail Lazarev has had a long and storied career across Europe, having sailed as far north as Murmansk and as far south as the Levant. He has recently returned from the Black Sea to command the Baltic Fleet in their efforts against threats new and old.

    Name: Captain Ramius
    ID: 062
    Rarity: Common
    Cost: 7
    Ability: Captain. Once per turn, one crew or ship within S of this ship cannot use its ability that turn.
    Flavor Text: Despite his Lithuanian ancestry, Captain Ramius is quite well respected in the Russian Navy as a strategic mastermind. Even his enemies have come to respect him due to his effectiveness in battle.

    Name: Fort Alexander
    ID: 065
    Rarity: Common
    Cost: 4 gold
    Cannons: 4S-4S-4S-4S-4S-4S-4S-4S
    Ability: This fort gets +1 to its cannon rolls when a ship is docked at it. When this fort is hit, eliminate two flags instead of one.
    Flavor Text: Fort Alexander may be small, but it is bristling with guns on all sides.

    Name: Vestnik
    ID: 204
    Rarity: Limited Edition
    Cost: 9
    Masts: 2
    Cargo: 4
    Movement: S+L
    Cannons: 5S-5S
    Ability: If this ship carries no cargo, she gets +S to her base move.
    Flavor Text: Vestnik can often be found closer to port than to battle, usually serving as a transport for personnel and information alike.

    Name: Vladimir
    ID: 304
    Rarity: Limited Edition/Promo
    Cost: 8
    Link: John Paul Jones
    Masts: 3
    Cargo: 3
    Movement: L
    Cannons: 3S-3L-3S
    Ability: If this ship has a Captain crew, she gets +1 to her cannon rolls.
    Flavor Text: Chosen as John Paul Jones’s flagship during his service to the Russian Navy, Vladimir is a small yet fierce vessel ready to take on anything thrown at her.

    Name: Antoniy
    ID: 305
    Rarity: Limited Edition/Promo
    Cost: 7
    Masts: 3
    Cargo: 3
    Movement: L
    Cannons: 3S-3S-4S
    Ability: This ship gets +1 to her cannon rolls against Barbary Corsair ships.
    Flavor Text: A veteran ship of several battles against the Ottoman Empire, the crew of Antoniy know the best spots to target when fighting Ottoman and Barbary ships.

    Name: John Paul Jones
    ID: 306
    Rarity: Limited Edition/Promo
    Cost: 6
    Link: Vladimir
    Ability: This ship may move and shoot using the same move action. Once per turn, reroll any die roll made for this ship; you must use the second die roll result.
    Flavor Text: A hero of the American revolution and considered a pirate by the English, John Paul Jones has now found himself in service of Catherine the Great in her war against the Ottomans.

     

    I shall return next Friday with more.

    #14808
    Skelebone
    Participant

    Round 3 of customs from Pirates of the Baltic Sea; this time around I have an entire faction! The Cursed have a more limited presence in this set, and so they were quicker to be finished. Have a look:

    Name: Nachtkrapp
    ID: 089
    Rarity: Rare
    Cost: 6
    Masts: 1
    Cargo: 2
    Movement: S
    Cannon: 2L
    Ability: This ship gets +1 to her cannon rolls against the Germans. If this ship carries no treasure, she gets +S to her base move.
    Flavor Text: Nachtkrapp stalks the German coast nightly, attacking any ship she finds.

    Name: Roter Teufel
    ID: 090
    Rarity: Common
    Cost: 12
    Link: Klaus Stortebeker
    Masts: 3
    Cargo: 3
    Movement: S
    Cannons: 2L-2L-2L
    Ability: Ghost Ship. This ship gets +1 to her cannon rolls against all non-cursed ships. This ship sinks when her last mast is eliminated.
    Flavor Text: Having laid at the bottom of the sea for more than 4 centuries, Rotor Teufel is not much more than rotting scrap wood and ghostly illusions; despite this, the ship still manages to ravage any vessel it can catch.

    Name: Gektor
    ID: 091
    Rarity: Uncommon
    Cost: 20
    Link: Count Apraksin
    Masts: 4
    Cargo: 4
    Movement: L
    Cannons: 3S-4L-4L-3S
    Ability: Ghost Ship. Fear. L-range cannons cannot hit this ship.
    Flavor Text: A thick fog surrounds the Gektor, leaving her unseen until her prey finds it is too late.

    Name: Krikun
    ID: 092
    Rarity: Uncommon
    Cost: 16
    Masts: 2
    Cargo: 4
    Movement: S+L
    Cannons: 4S-4S
    Ability: Fear. L-range cannons cannot hit this ship.
    Flavor Text: The ghostly screams of the damned souls who make up the Krikun’s crew strike fear and hesitation into even the most experienced of sailors.

    Name: Hel
    ID: 093
    Rarity: Common
    Cost: 16
    Masts: 3
    Cargo: 3
    Movement: S+L
    Cannons: 3L-2L-3L
    Ability: Schooner. Crew on this ship cannot be eliminated unless she sinks.
    Flavor Text: The crew of Hel claim to be vikings who in life were so brutal that not even the underworld would take them. In response, they named their ship after the goddess they claim to have ‘conquered’.

    Name: Aitvaras
    ID: 094
    Rarity: Common
    Cost: 12
    Masts: 2
    Cargo: 4
    Movement: S+S
    Cannons: 3S-4S
    Ability: This ship may dock at an enemy home island and load as much treasure as she can carry. If able, she must leave on your next turn.
    Flavor Text: The damned crew of the Aitvaras were all once talented thieves and conmen, who even in death remain quite adept at stealing.

    Name: Klaus Stortebeker
    ID: 095
    Rarity: Rare
    Cost: 8
    Link: Roter Teufel, Likedeeler
    Ability: Ghost. Fear. Captain. This ship gets +1 to her boarding rolls.
    Flavor Text: The ghost of the infamous Klaus Stortebeker has begun sailing the Baltic Sea once again, seeking revenge for his beheading, and brutally terrorizing all who get in his way.

    Name: Count Apraksin
    ID: 096
    Rarity: Rare
    Cost: 5
    Link: Gektor
    Ability: Captain. This ship gets +1 to its cannon rolls against Swedish ships.
    Flavor Text: Brought back by Davy Jones for his naval prowess, Fyodor Apraksin now sails the Baltic once again harassing the Swedish Navy.

    Name: Godeke Michels
    ID: 097
    Rarity: Common
    Cost: 8
    Link: Likedeeler
    Ability: Ghost. If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.
    Flavor Text: Godeke Michels’ ghost has come back to once again bring about the Victual Brother’s reign of terror, brutally killing anyone who manages to survive his initial attacks.

    Name: Vodyanoy
    ID: 098
    Rarity: Common
    Cost: 3
    Ability: Once per turn, you can eliminate one of this ship’s crew to give her an extra action.
    Flavor Text: All those who serve on the same ship as the Vodyanoy know to fear and listen to his commands, lest he decide their service is no longer needed.

    Name: Likedeeler
    ID: 099
    Rarity: Common
    Cost: 6
    Link: Klaus Stortebeker, Godeke Michels
    Ability: Ghost. If this ship wins a boarding party, she may take as much treasure from the other ship as she wants, up to her available cargo space.
    Flavor Text: The spirits of the Likedeeler have risen along with their captains, their lust for wealth continuing to drive their plundering, despite their new ghostly persuasions.

    Name: Baba Yaga
    ID: 158
    Rarity: Special Edition
    Cost: 13
    Masts: 4
    Cargo: 3
    Movement: S+L
    Cannons: 3S-3L-3L-3S
    Ability: If derelict, this ship gains a base move of L.
    Flavor Text: Rumors claim that the Baba Yaga does not sail, but rather that she has a pair of giant chicken legs used to run across the ocean floor.

    Name: Krampus
    ID: 208
    Rarity: Limited Edition
    Cost: 8
    Masts: 2
    Cargo: 4
    Movement: L
    Cannons: 3L-3S
    Ability: Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.
    Flavor Text: The cannons aboard Krampus always seem to hit crew members of the ship they’re fired at.

    Name: Sumu
    ID: 217
    Rarity: Limited Edition
    Cost: 9
    Masts: 1
    Cargo: 4
    Movement: L
    Cannon: 3L
    Ability: Galley. Eternal.
    Favor Text: Appearing out of the fog like a specter, the Sumu always seems to pop up in sailors’ stories and reports, no matter how many times they claim to have sunk her.

    New Keyword:
    Ghost: This crew cannot be eliminated unless the ship they are on sinks.

    Next Friday will be the Germans.

    #14812
    Skelebone
    Participant

    Another round from Baltic Sea – this time it’s the currently completed selection of German pieces.

    Name: SMS Friedrich der Grosse
    ID: 023
    Rarity: Rare
    Cost: 19
    Link: The Black Baron
    Masts: 5
    Cargo: 4
    Movement: L
    Cannons: 2L-2S-2L-2S-2L
    Ability: Broadsides Attack. This ship gets +1 to her cannon rolls against pirates.
    Flavor Text: The flagship of the German Navy and captained by the famed Black Baron, SMS Friedrich der Grosse certainly lives up to the legacy of her namesake.

    Name: SMS Bayern
    ID: 024
    Rarity: Uncommon
    Cost: 16
    Masts: 4
    Cargo: 3
    Movement: S
    Cannons: 3L-2L-3L-4L
    Ability: Two hits from the same shoot action are required to eliminate one of this ship’s masts.
    Flavor Text: Built with a partially iron hull and powerful cannons, SMS Bayern is the newest and most durable addition to the German fleet, although where she excels in armor she severely lacks in speed.

    Name: SMS Falke
    ID: 025
    Rarity: Uncommon
    Cost: 13
    Masts: 2
    Cargo: 3
    Movement: S+L
    Cannons: 2L-3S
    Ability: This ship may move and shoot using the same move action. After this ship resolves a shoot action, she may move as a free action.
    Flavor Text: As fast as the bird she’s named after, SMS Falke is able to speed in and out of battle so quickly that her enemies barely know what hit them.

    Name: SMS Schultzie
    ID: 026
    Rarity: Rare
    Cost: 25
    Masts: 5
    Cargo: 5
    Movement: S+S
    Cannons: 2S-3L-3L-3L-2S
    Ability: This ship eliminates two masts with one hit. If this ship has a captain crew, she gets +1 to her cannon and boarding rolls.
    Flavor Text: After being recaptured from pirates in the Mysterious Islands by the Black Baron himself, SMS Schultzie was refitted to become one of the German Navy’s fiercest ships.

    Name: Grosse Jacht
    ID: 027
    Rarity: Rare
    Cost: 11
    Masts: 1
    Cargo: 3
    Movement: S+S
    Cannon: 3S
    Ability: This ship gets +1 to her cannon rolls against Pirate ships. 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 an old Holy Roman elector, Grosse Jacht’s crew have since modified the old luxury boat to hunt pirates along the Prussian coast.

    Name: SMS Amazone
    ID: 028
    Rarity: Uncommon
    Cost: 9
    Link: Vice Admiral Jachmann
    Masts: 3
    Cargo: 3
    Movement: L
    Cannons: 3S-3L-3S
    Ability: This ship gets +S to her base move if she carries a crew worth 4 or more points.
    Flavor Text: One of the first ships purpose built for the German Navy, SMS Amazone has been around the world ferrying diplomatic missions and showcasing Germany’s might.

    Name: SMS Luchs
    ID: 029
    Rarity: Common
    Cost: 13
    Masts: 3
    Cargo: 6
    Movement: S+L
    Cannons: 4S-5S-5S
    Ability: Schooner. When this ship carries no gold, she gets +S to her base move.
    Flavor Text: The crew of SMS Luchs have elected to toss most of their cannons in favor of making her one of the fastest ships in the German Navy.

    Name: SMS Elbe
    ID: 032
    Rarity: Common
    Cost: 8
    Masts: 2
    Cargo: 4
    Movement: S+S
    Cannons: 3S-3S
    Ability: Schooner. This ship ignores the first hit she takes each turn as long as she has all of her masts.
    Flavor Text: SMS Elbe has been regarded as a sturdy and dependable ship by almost every sailor who’s crewed her.

    Name: SMS Ludwig II
    ID: 033
    Rarity: Uncommon
    Cost: 17
    Masts: 4
    Cargo: 5
    Movement: S+L
    Cannons: 2L-2L-2L-2L
    Ability: Schooner. If this ship has a Captain crew, she gets +1 to her cannon rolls.
    Flavor Text: SMS Ludwig II is said to carry some of the finest crafted cannons in all of Germany, and her crew have trained for hundreds of hours working their operation into a science.

    Name: Prince Adalbert
    ID: 037
    Rarity: Rare
    Cost: 8
    Ability: Captain. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
    Flavor Text: A so-called ‘Prince Admiral’, Prince Adalbert von Preussen has built the German Navy from the ground up, and now serves as its commander and chief.

    Name: The Black Baron
    ID: 038
    Rarity: Rare
    Cost: 12
    Link: SMS Friedrich der Grosse
    Ability: Limit. Ransom. Captain. Loyal: Germany; Hostile: Pirates. This ship gets +1 to her boarding rolls against the Pirates. If this ship succeeds at both its ramming and boarding rolls against another ship, roll a d6. On a 5, eliminate all crew from the enemy ship. On a 6, you may capture the enemy ship, even if she is not derelict.
    Flavor Text: Said to have captured over a hundred ships, the Black Baron is considered by many in the German Navy to be a myth due to the nature of his supposed accomplishments. Few outside the German nobility have met him, and even fewer know his real name; some rumors even claim he’s a member of the royal family. Those who crew SMS Friedrich der Grosse are always surprised to learn that the man does in fact exist, and that although his achievements are certainly embellished, he’s just as capable a captain as he’s rumored to be.

    Name: Vice Admiral Jachmann
    ID: 039
    Rarity: Common
    Cost: 2
    Link: SMS Amazone
    Ability: Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
    Flavor Text: The senior most officer in the German Navy second only to Prince Adalbert himself, vice admiral Eduard von Jachmann can assign any sailor to any ship at a whim, the only thing stopping him being death or a direct order from the Kaiser.

    Name: Haifisch
    ID: 300
    Rarity: Limited Edition/Promo
    Cost: 15
    Link: Herr Fuchs
    Segments: 3
    Cargo: 3
    Movement: L
    Cannons: 3S-2L-3S
    Ability: Submarine. This ship has a 4S cannon that can be fired while she is submerged; it cannot be fired when she is surfaced.
    Flavor Text: Engineered under watchful eye by Herr Fuchs from what remained of the submersible Hephaestus, the Haifisch is considered to be the pinnacle of German naval technology – even if said technology did not originate within their borders.

    Name: Herr Fuchs
    ID: 302
    Rarity: Limited Edition/Promo
    Cost: 7
    Ability: Captain. Helmsman. This ship may repair at sea or at any island.
    Flavor Text: After being apprehended by the Black Baron, Herr Fuchs was to be sentenced to death for treason and piracy; that was, of course, until he offered to reverse engineer Captain Nemo’s technology for the German Navy. While he isn’t happy about this arrangement, he feels it a better situation to face than death.

     

    Next week will be the Pirates.

    #14813
    Woelf
    Moderator

    Name: Grosse Jacht

    Ability: This ship gets +1 to her cannon rolls against Pirate ships. If you roll a 6 when shooting, you may take another shoot action.

    This should be limited to once per turn, so it can’t be infinitely chained with lucky rolls.  It might be a minor issue on a single-mast ship, but imagine it being copied by a 10-master, or even a 5-mast ship.  It should also be clarified that it gives a single shoot action if any sixes are rolled during the first action, not a shoot action for each six rolled.

    Granted, the two-action limit would be assumed to apply to this, preventing multiple shoot actions, but it’s still good to clarify it further to remove any doubt.

    Name: The Black Baron

    Ability: Limit. Ransom. Captain. Loyal: Germany; Hostile: Pirates. This ship gets +1 to her boarding rolls against the Pirates. If this ship succeeds at both its ramming and boarding rolls against another ship, roll a d6. On a 5, eliminate all crew from the enemy ship. On a 6, you may capture the enemy ship, even if she is not derelict.

    The six roll on this one feels right on the edge of being game-breaking.  Get this character on a 10-masted ship with a re-roller and you can potentially grab almost anything else without much of a fight.  Testing would definitely be needed to be sure, but no one is going to enjoy watching their fully-loaded warship get stolen and immediately turned against them after a single lucky die roll.

    #14814
    Skelebone
    Participant

    This should be limited to once per turn, so it can’t be infinitely chained with lucky rolls.  It might be a minor issue on a single-mast ship, but imagine it being copied by a 10-master, or even a 5-mast ship.  It should also be clarified that it gives a single shoot action if any sixes are rolled during the first action, not a shoot action for each six rolled.

    I’ll be sure to add clarifying text.

    The six roll on this one feels right on the edge of being game-breaking.  Get this character on a 10-masted ship with a re-roller and you can potentially grab almost anything else without much of a fight.  Testing would definitely be needed to be sure, but no one is going to enjoy watching their fully-loaded warship get stolen and immediately turned against them after a single lucky die roll.

    I certainly plan on doing some play testing once the set is more or less complete. I’m a little hesitant on changing the effects of the ability as I personally really like the idea, however I’m definitely not opposed to adding further restrictions to make that result harder to achieve. Is there anything you would suggest?

    #14815
    Woelf
    Moderator

    I certainly plan on doing some play testing once the set is more or less complete. I’m a little hesitant on changing the effects of the ability as I personally really like the idea, however I’m definitely not opposed to adding further restrictions to make that result harder to achieve. Is there anything you would suggest?

    You already have Limit attached to it, so I’m not sure what adjustments to make that wouldn’t drastically change the effect.  It’s mostly a concern in very large and/or campaign games where this could be used multiple times and the ships will stick around for a while.  In a more “standard” sized game (40 points or whatever) it would tricky just to fit this one in at all, and hitting with that roll isn’t going to do much to change the outcome of the game compared to just sinking the other ship directly; either way it’s going to be a decisive moment in the game.

    One thing you could maybe do is make the six roll also include the five effect so it eliminates all crew (or just named crew?) before capturing the ship, so you’re still getting the ship but it won’t be as capable as it was.

Viewing 30 posts - 1,111 through 1,140 (of 1,594 total)
  • You must be logged in to reply to this topic.