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  • #14816
    Skelebone
    Participant

    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.

    I like that idea, feels right and makes sense. I’ll add it to my spreadsheet. Thanks for the help!

    #14817
    Skelebone
    Participant

    This week I return with the currently completed selection of Pirate pieces in my Pirates of  the Baltic Sea custom set!

    Name: Fallen Eagle
    ID: 001
    Rarity: Rare
    Cost: 14
    Masts: 5
    Cargo: 4
    Movement: L
    Cannons: 3S-3S-3S-3S-3S
    Ability: Crew of any nationality may use their abilities on this ship. This ship gets +1 to her cannon rolls against non-Pirate ships and forts.
    Flavor Text: The Fallen Eagle accepts all the misfits and outcasts who choose to rebel against the empires who oppress them.

    Name: Polska
    ID: 002
    Rarity: Uncommon
    Cost: 14
    Link: Kazimierz Lux
    Masts: 4
    Cargo: 3
    Movement: L
    Cannons: 3L-3L-3L-3L
    Ability: When this ship hits an enemy ship, you may also eliminate one cargo from that ship.
    Flavor Text: After deciding to return to piracy, Kazimierz Lux gathered a crew and stole a Russian frigate, rechristening her ‘Polska’ in honor of the nation he hoped to free.

    Name: Prestige
    ID: 005
    Rarity: Common
    Cost: 10
    Masts: 2
    Cargo: 4
    Movement: S+S
    Cannons: 2L-3L
    Ability: Turuma. This ship gets +1 to her cannon rolls against the Swedish.
    Flavor Text: The Prestige has made quite a name for herself raiding merchant and shipping vessels all along the Swedish coast.

    Name: Sudden Death
    ID: 006
    Rarity: Common
    Cost: 14
    Link: John Derdrake
    Masts: 3
    Cargo: 3
    Movement: S+S
    Cannons: 2S-2L-2S
    Ability: Once per turn, reroll any die roll made for this ship; you must use the second die roll result. This ship gets +1 to her boarding rolls.
    Flavor Text: Originally a Russian warship, Sudden Death was captured and renamed by the infamous John Derdrake.

    Name: Unicorn
    ID: 009
    Rarity: Common
    Cost: 9
    Masts: 3
    Cargo: 5
    Movement: L
    Cannons: 3S-3S-3S
    Ability: Crew of any nationality may use their abilities on this ship.
    Flavor Text: Having traded hands many times and run through many different crews, most forget the Unicorn’s origins as an English merchant ship.

    Name: Zloty Kot
    ID: 010
    Rarity: Uncommon
    Cost: 11
    Masts: 2
    Cargo: 4
    Movement: S+S
    Cannons: 3L-3L
    Ability: 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: Zloty Kot has a large guilded feline as a figurehead, which her crew claim to have stolen from a nobleman’s personal pleasure boat.

    Name: Imperial Dynasty
    ID: 011
    Rarity: Uncommon
    Cost: 9
    Masts: 4
    Cargo: 4
    Movement: L
    Cannons: 3S-3S-3S-3S
    Ability: This ship gets +1 to her rolls agianst Russian ships.
    Flavor Text: Captain Mikhailov was to be put to death for a murder he didn’t commit; instead he and his crew deserted the Russian Navy and vowed revenge against the nation who betrayed them.

    Name: Johanna Hard
    ID: 015
    Rarity: Rare
    Cost: 7
    Ability: If this ship succeeds at a boarding party, choose two of the following: eliminate a crew, take a treasure, or eliminate a mast.
    Flavor Text: Johanna Hard was sentenced to death for piracy, but a well placed bribe allowed her to escape the noose and set sail to once again plunder the Swedish coast.

    Name: Kazimierz Lux
    ID: 016
    Rarity: Rare
    Cost: 8
    Link: Polska
    Ability: Captain. This ship gets +1 to her cannon and boarding rolls.
    Flavor Text: Kazimierz Lux had planned on settling down for a normal life after returning to Warsaw, until he met Captain Leviathan, who convinced him that a continued life of piracy in the name of a free Poland was a nobler cause than any work he could find legally.

    Name: Mr. Constantine
    ID: 017
    Rarity: Common
    Cost: 3
    Ability: Once per turn, reroll any die roll made for this ship; you must use the second die roll result.
    Flavor Text: A mysterious gentleman from England and serving as Captain Leviathan’s right hand man, Mr. Constantine always seems to be able to tip the odds in his favor.

    Name: John Derdrake
    ID: 021
    Rarity: Common
    Cost: 7
    Link: Sudden Death
    Ability: If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.
    Flavor Text: The ruthless captain Derdrake is known to make a show out of executing his prisoners, usually forcing them to ‘walk the plank’.

    Name: Death’s Hand
    ID: 146
    Rarity: Super Rare
    Cost: 17
    Link: Captain Leviathan
    Masts: 5
    Cargo: 3
    Movement: L
    Cannons: 2S-2L-2L-2L-2S
    Ability: Fear. Once per turn, one of this ship’s cannons may shoot again if it misses.
    Flavor Text: Sailors who view the black sails of Captain Leviathan’s flagship seldom return to tell the tale.

    Name: Thorn
    ID: 147
    Rarity: Super Rare
    Cost: 8
    Masts: 1
    Cargo: 3
    Movement: S+S
    Cannons: 3L
    Ability: One of this ship’s treasures is worth +1 when unloaded at home island.
    Flavor Text: The crew of the Thorn have resolved to raid small merchant ships along the Baltic coast, selling whatever they manage to take to the highest bidder on the black market.

    Name: Captain Leviathan
    ID: 148
    Rarity: Super Rare
    Cost: 10
    Link: Death’s Hand
    Ability: Ransom. Captain. Helmsman. Loyal: Pirates; Hostile: all other factions. Once per turn, roll a d6. On a 5 or 6, this ship may be given an extra action.
    Flavor Text: Credited by most as being responsible for the resurgence of piracy in the Baltic Sea, Captain Leviathan has declared a personal war against the empires of Europe until the nations they subjugate are given free rule. He has thus far proven to be a very hard man to catch and has inspired many a sailor to join his cause, whether it be for freedom or for plunder.

    Next Friday I shall return bearing unique treasures.

    #14818
    Skelebone
    Participant

    I come today with the completed unique treasures of Pirates of the Baltic Sea, and will probably be the last post I make on the set for a little while.

    Name: Mortar Shot
    ID: 101
    Rarity: Rare
    Effect: Once per turn, during a shooting action this ship may double the range of one of her cannons, but a 5 or a 6 must be rolled to hit. On a hit, remove Mortar Shot from the game.

    Name: Ornate Cannons
    ID: 102
    Rarity: Rare
    Effect: This ship gains one 3S cannon that can shoot from any mast. If a 1 or a 2 is rolled when shooting, eliminate a mast from this ship and remove Ornate Cannons from the game.

    Name: Gunpowder Barrels
    ID: 103
    Rarity: Rare
    Effect: This ship gets +1 to her cannon rolls. All this ship’s cannons are L-range. When this ship is hit, replace the removed mast with a fire mast and remove Gunpowder Barrels from the game. If this ship is hit by a firepot, replace two masts with a fire mast and remove Gunpowder Barrels from the game.

    Name: Traitor
    ID: 104
    Rarity: Rare
    Effect: When this ship initiates a boarding party, her opponent may choose one crew with a point cost of 1 or 2 from this ship to be placed on their ship if the other ship has the required cargo space. Once this action is completed, remove Traitor from the game. This treasure may not be unloaded.

    Name: Stowaway
    ID: 105
    Rarity: Rare
    Effect: When this treasure is loaded, roll a d6. On a 1 or a 2, eliminate a random piece of cargo from this ship. On a 3 or a 4, this ship loses her next turn. On a 5 or a 6, bring in a crew worth less than 3 points to this ship, so long as she has the required cargo space. Eliminate Stowaway from the game once the effects of the roll have been applied.

    Name: Stortebeker’s Skull
    ID: 106
    Rarity: Rare
    Effect: If loaded by a Cursed ship, this ship gets +1 to her cannon rolls against non-Cursed ships and forts. If loaded by another nation’s ship, this ship gets +1 to her cannon rolls against the Cursed, and the Cursed get +1 to their cannon rolls against this ship.

    Name: Captain Leviathan’s Declaration
    ID: 149
    Rarity: Super Rare
    Effect: This ship gets +1 to her cannon rolls against non-Pirate ships and forts. All other ships and forts get +1 to their cannon rolls against this ship. This treasure cannot be unloaded.

    Name: Riches from Distant Lands
    ID: 303
    Rarity: Limited Edition/Promo
    Effect: When this treasure is unloaded on to your home island, it is worth half the total gold points held by the player whose turn it is next.

    Name: False Sighting
    ID: 307
    Rarity: Limited Edition/Promo
    Effect: When this treasure is loaded, roll a d6. On a 1-3, this ship must skip her next turn. On a 4-6, this ship must skip her next two turns. Eliminate False Sighting from the game once the effects of the roll have been applied.

    #14819
    Xerecs
    Moderator

    I would suggest a re-word to Mortar Shot. SOmething more along this maybe:

    When this ship is given a shoot action you may double the range of one of her cannons. If you do you must roll a 5 or 6 to hit with that cannon. Remove Mortar Shot from the game after the shoot action.

     

    This ship gains one 3S cannon that can shoot from any mast. If a 1 or a 2 is rolled when shooting, eliminate a mast from this ship and remove Ornate Cannons from the game.

    Does this apply to any of the ships cannons, or just the Ornate one? I would suggest some text that specifies.

     

    When this treasure is loaded, roll a d6. On a 1 or a 2, eliminate a random piece of cargo from this ship. On a 3 or a 4, this ship loses her next turn. On a 5 or a 6, bring in a crew worth less than 3 points to this ship, so long as she has the required cargo space. Eliminate Stowaway from the game once the effects of the roll have been applied.

    I’d suggest some minor wording changes here. On a 1 or 2 eliminate one random cargo from this ship. On a 5 or 6 place any one crew with point cost of 2 or less on this ship, using standard cargo capacity rules. That crew assumes the nationality of this ship.

     

    When this treasure is unloaded on to your home island, it is worth half the total gold points held by the player whose turn it is next.

    This would be a powerful one I feel, if a little wonky. Would you round up or round down if your opponent has an odd number of gold on their home island?

     

    When this treasure is loaded, roll a d6. On a 1-3, this ship must skip her next turn. On a 4-6, this ship must skip her next two turns. Eliminate False Sighting from the game once the effects of the roll have been applied.

    Oof. This is like Mermaids. Not sure if the two turn skip should be kept.

    #14820
    Skelebone
    Participant

    I would suggest a re-word to Mortar Shot.

    Will do.

    Does this apply to any of the ships cannons, or just the Ornate one? I would suggest some text that specifies.

    It’s meant to apply to all cannons, not just the extra one granted by the treasure.

    This would be a powerful one I feel, if a little wonky. Would you round up or round down if your opponent has an odd number of gold on their home island?

    Round down, so as to maybe keep this treasure a bit more balanced. I’ll add some wording to clarify.

    Oof. This is like Mermaids. Not sure if the two turn skip should be kept.

    Hmm, what if I made it so the two turns lost is only when a 6 is rolled? Or would that still teeter on unbalanced? If so I’ll give some thought to a different alternate effect.

    #14821
    Skelebone
    Participant

    Decided to just rework False Sighting altogether. Its new effect is similar, although hopefully more balanced:

    At the beginning of this ship’s turn, roll a d6. on a 5 or a 6, skip this ship’s turn and remove False Sighting from the game. This treasure cannot be unloaded.

    #14854
    Ben
    Keymaster

    @Skelebone: Nice to see so many new customs!  With customs feedback I generally prefer to recommend only point cost adjustments so everything else with the game piece can stay the same, barring any broken abilities/etc.  Here are my thoughts:

    Gladan: 6 points
    Turuma keyword is neat, I’d be interested to try out the rotation movement.
    Otto Gustaf Nordenskold: 6 or 7 points, as Canceller is certainly worth 5+ on its own.
    Azov: 13 points
    Captain Ramius: 8 points
    Nachtkrapp: 4 points
    Roter Teufel: Have a feeling this could come down to 10 or 11, but would want to playtest first.
    Krikun: 12 points
    Hel: 12 points (compare to the Golden Medusa from RV, which I think is good at 15)
    Godeke Michels: 6 points (I need to playtest Massacre more but feel Wizkids definitely overpriced it)
    Likedeeler: 5 points (^similar for Hoard)
    Krampus: can probably get away with 7 points if you want. (ex: Executioner from RV likely not OP at all and is better overall)
    SMS Friedrich der Grosse: I think this would be fine at 17 or 18 if you want to lower it.
    SMS Falke: 11 points (I see her as a 6 point ship without those abilities)
    SMS Schultzie: I would up this to at least 27 for playtesting. HMS Endeavour would still see play at probably 24+ points, and this adds important speed and a cargo space.
    Grosse Jacht: 6 points. I would change the second ability to: “If this ship rolls a 6 when shooting, she may be given an extra shoot action.” The intent wasn’t unclear but I wouldn’t want people to interpret it as a global effect (unless I’m mistaken, in which case the ability would be broken heh) Fun flavor text!
    SMS Amazone: 8 points. Interesting linked/named crew options….
    SMS Luchs: One of the harder ones to judge. I’m wary she’s worth 14-15.
    SMS Ludwig II: My fave from the set so far. I’m a sucker for these stacked ships lol no matter the cost. She might even prove herself to be worth 18-19.
    The Black Baron should be fun to playtest, the 6 roll reminds me of what I’ve thought about for the historical pirates that captured a ton of prizes in their careers (such as Black Bart, Black Sam Bellamy).
    Fallen Eagle: 16 points
    Polska: 15-16 points
    Prestige: 8 points
    Sudden Death: 13 points
    Johanna Hard: 3 points (I’m strongly opposed to how Wizkids costed this.)
    John Derdrake: 5 points
    Love the Death’s Hand, nice name for the ship.
    Thorn: 6 points
    Captain Leviathan: 9 points (C+H+EA is an amazing package, but the Ransom and Hostile: everyone is ugly enough to probably lower his cost by 1 point. Debatable though since combining the 3 positive abilities into 1 cargo space is probably worth a few points)
    I like the tradeoffs of Gunpowder Barrels!
    Traitor is interesting since the traitor could be killed in the boarding party in question.
    Riches from Distant Lands: I could see this getting messy, regardless of the campaign game implications of sudden windfall riches. It sounds like it would force the next player to reveal how much gold they have. By “held”, is it just gold on their home island or does it include gold on ships, in forts/etc? Such a big reveal might change a game by tipping off other players if they should build a fort, flip Trade Route (UT from SCS), HI raid said player, etc.
    False Sighting: A personal nitpick but I think it should trigger on a 1-2 since low rolls are almost always bad in Pirates; high rolls usually signify success.

    Cool set and thanks for sharing! 😀 Hopefully my feedback makes sense and doesn’t sound too harsh. 🙂

    #14855
    Skelebone
    Participant

    Cool set and thanks for sharing! Hopefully my feedback makes sense and doesn’t sound too harsh.

    Thanks! And keep in mind this is just some of the pieces, the full 144 (192 if you count generic crew, but I don’t) piece set should see full release later today. And it wasn’t harsh at all, I’ll definitely be taking it into consideration! I’ll take another look at pricing on the pieces you mentioned, but at least for initial playtesting some might remain similar to the original calculated price until I can get a good idea of how they play. Thanks again for the input!

    #14860
    Woelf
    Moderator

    Decided to just rework False Sighting altogether. Its new effect is similar, although hopefully more balanced:

    At the beginning of this ship’s turn, roll a d6. on a 5 or a 6, skip this ship’s turn and remove False Sighting from the game. This treasure cannot be unloaded.

    This is a more interesting effect anyway.  The previous was basically a weaker version of Natives (lose 1 turn per crew).

    The thematic implications of it hitting later on are better too.   Instead of being stuck at the island longer, they sail along doing other stuff when they spot something in the distance and then spend a turn checking it out, only to find out it was unimportant.

    Riches from Distant Lands: I could see this getting messy, regardless of the campaign game implications of sudden windfall riches. It sounds like it would force the next player to reveal how much gold they have. By “held”, is it just gold on their home island or does it include gold on ships, in forts/etc? Such a big reveal might change a game by tipping off other players if they should build a fort, flip Trade Route (UT from SCS), HI raid said player, etc.

    I agree, this one would be a mess to implement because there are a lot of variables that would have to be considered, and a lot of specific details would need to be clarified.   Getting to peek at another player’s entire gold collection is almost as powerful as the gold payout, but is only indirectly implied by the wording; it should be clearly stated as part of the full effect.

    There’s also the issue of it being potentially game-breaking if a player purposely keeps it on a ship near home until as late as possible in the game, to maximize the value.  It would be especially problematic in a timed tournament game where every player is allowed to have the same number of turns.

     

    It would work better as a UT if the value was locked in when it was first loaded, and was based on something that was easier to determine at that moment, like the total value of all other treasure on the island where it was found, for example.

    ADDED:  Another alternative would be to add some sort of “poison” effect that forces the player to unload it as quickly as possible, because, regardless of how the gold value is determined, it could be a massive amount of gold value sitting on a single ship with no obvious downside.

     

    #15042
    Xerecs
    Moderator

    A keyword that could be used to “replace” Sea Monster. I would have no intention of retroactively applying this to WK ships or to my own exiting customs. Anywho, this was spawned after some discussion between my brothers and I after some minor discussion on Discord. I present the Sea Beast keyword.

     

    Sea Beast

    A ship with this keyword printed on its deckplate card is a sea creature.

    At the beginning of your turn, decide if the Sea Beast is submerged or on the surface. If submerged, a Sea Beast can only move; it cannot shoot or be shot at, and it cannot be rammed. A submerged Sea Beast may ram another ship, but only succeeds on a die roll of 5-6. Regardless of success, it must immediately be moved S away from the target instead of boarding. A submerged Sea Beast gains +S to its printed base movement while it is submerged.

    If a Sea Beast is on the surface, it may move or shoot like a normal ship. As long as a Sea Beast has all of its segments, it may move and shoot as part of the same move action. A Sea Beast may ram opposing ships (the rammed ship becomes pinned instead of the Sea Beast) and it may board. After winning a boarding action the Sea Beast may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

    A Sea Beast may repair missing segments only at sea. If a Sea Beast repairs a segment, it cannot be given any additional actions. A Sea Beast cannot repair a segment as the result of an extra action.

    #15077
    Ben
    Keymaster

    I present the Sea Beast keyword.

    I like this a lot.  My hunch is that playtesting would go well.

    #15079
    Xerecs
    Moderator

    I like this a lot.  My hunch is that playtesting would go well.

     

    You might have more chance to test it in a normal setting than I will, at least in the near future. A simple test run would be to use Sea Beast instead of Sea Monster with some of the regular Monsters from DJC, OE, and so on. It still probably wouldn’t make sharks good though. 😀

    #15083
    Woelf
    Moderator

    Adding the abilities to repair and move-shoot both do a LOT to improve the playability of sea monsters.     The submarine-style underwater ram maybe isn’t as necessary, but still worth testing.

    #15084
    Xerecs
    Moderator

    Would point costs change dramatically if Sea Beast was used instead of Sea Monster for the existing Sea Monsters?

    #15085
    Woelf
    Moderator

    It might need to go up a couple points, but they’d always felt overpriced for what they did (or couldn’t do), so maybe it doesn’t actually need to change.

    Test them priced as-is, but if they start to feel too powerful, you can always bump them up a little

    #15104
    iPersons
    Participant

    Had a couple ideas that I would appreciate some feedback on:

    *Updated thanks to Xerecs and Woelf

    Keywords:

    Ironclad – This ship requires two hits to eliminate one of its masts. Ramming cannot eliminate this ships masts

    Return Fire – When this ship is shot at, after the enemy ship has completed their attack action, as a free action, this ship may return fire with all remaining masts. While conducting this action, this ship must roll a 5 or 6 hit.

     

    Unique Treasures:

    Fresh Supplies – When revealed, roll a d6. On a 1 or 2, this ship gains an extra +L move next turn. On a 3 or 4, this ship gains +1 to its rolls next turn. On a 5 or 6, this ship gains an extra action next turn. Remove this treasure from the game after use.

    Shells – When the ship carrying Shells is given a shoot action, every shot that hits an enemy vessel will remove one mast regardless of any abilities. For every cannon that rolls a 1, take one mast off your own ship. Remove this card from the game after your turn. (For use against ironclads and ships that ignore hits)

    Crew:

    MCPO Harvey “Hammer” Johnson – American – Cost 7

    Shipwright. This ship gets +1 to boarding and cannon rolls. At the end of every turn, as a free action, roll a d6. On a 5 or 6 repair one mast on this ship. If this ship is set on fire, a roll of 3-6 will extinguish all flames.

    “Harvey is one of the saltiest master chiefs in all of the United States’ Navy. Characterized by his no nonsense demeanor and his years worth of experience, his expertise and bluntly spoken advice is well respected by any decent seafaring captain. Although he has aged due to his years at sea, one thing remains the same, he will never give up the ship.

     

    Emile de Chateurenault – France – Cost 11 points

    Captain, Return Fire, this ship gains +1 to all dice rolls

    “As a graduate of the Royal Naval Academy, of France, Chateurenault rose through the ranks of the navy quickly. His belief of regular training and strict discipline leads his crews to be some of the finest in all of France. Chateurenault’s exploits are something of a legend amongst all captains. From his near spotless battle record to his expeditions across the known world, Emile de Chateurenault is a naval captain to be respected by friend and foe alike.

     

    Ships:

     

    Le Ronde – France

    Cost: 14 – Movement: L – Cargo: 3 – Cannons: 2S 3L 2S

    Ironclad. Broadsides Attack. On the turn this ship is pinned, eliminate one crew and one mast from the enemy ship.

    “Le Ronde is a shining achievement in French metalwork and shipbuilding. Enduring conflict with the English and Pirates alike resulted in the French reaching to create a defensable frontline ship. The name “Le Ronde” or “The Rotund” came from the ships extreme weight from its armoring resulting in the hull bulging out as a means to displace more water.”

    This ship is meant to be a dedicated brawler. Ironclad makes it a harder nut to crack and its abilities make it a significant danger when rammed or ramming.

     

    HMS Pinnacle – Great Britain

    Cost: 17 – Movement L+S – Cargo: 4 – Cannons: 3L 3L 3L

    Ironclad, Turbine

    “HMS Pinnacle is the Royal Navy’s latest achievement in naval architecture. With the sightings of more ferocious adversaries near crown territories, the British immediately dispatched the Pinnacle to rapidly track down and engage such enemies with precision. The HMS Pinnacle serves as an excellent interceptor as it continues to hunt down all enemies alike.”

    A great raiding vessel that acts as a Jack of All Trades.

    #15109
    iPersons
    Participant

    Some more ideas. This time for some events and treasures:

     

    *Updated thanks to Xerecs

    Events:

    Fair Seas – 3 Cost – All ships gain +S in movement for the next 3 turns

    Rough Weather – 4 Cost – When revealed, for the next 3 turns, any ship, on the entire map, conducting a movement action will roll a d6 before thier movement action. On a 5 or 6, nothing happens. on a 1-4, move the ship S in the indicated direction. 1: directly aft (forward) , 2: starboard (right), 3: port (left), 4: astern (backward)

    Hurricane Gales – 5 cost – When revealed, for the next two turns, any ship, on the entire map, conducting a movement action will roll a d6 before their movement action. On a 5, remove a mast and reroll. On a 6, nothing happens. On a 1-4, move the ship L + S in the indicated direction. 1: directly aft (forward) , 2: starboard (right), 3: port (left), 4: astern (backward)

    Port Call – 2 Cost – When revealed, choose one ship docked at an island. Roll a d6. On a 1, remove a random crew from the ship. On a 2, remove a random treasure from the ship. On a 3, you cannot move the next turn. On a 4, add a random treasure from the island. On a 5, gain an extra +L movement next turn. On a 6, gain another action next turn. Remove this event from the game at the end of the turn.

    Unique Treasure:

    Storm in a Bottle: When revealed, follow the rule of Rough Weather

    #15110
    Xerecs
    Moderator

    Ironclad keyword looks okay, combining two existing abilities into one is cool. I would advise using language similar to or exactly used by WizKids. In this case the second half of the ability would read thusly: Ramming cannot eliminate this ships masts.

    Return Fire would need some re-wording I think. Possibly something along this line:

    “When this ship is shot at, after the attacking ship has fired all of their cannons, as a free action this ship may be given a shoot action to shoot with all of her remaining masts. For this shoot action this ships cannons increase to rank 4.”

     

    It could probably be better said but the above specifies when and how the ship returns fire.

     

    For the treasures, both should have language that specifies when they are used or go into effect. For example: when revealed, when given a move action, when given a shoot action, etc.

     

    For ships and crew with multiple distinct abilites, I recommend seperating those abilities with periods instead of commas. That small quibble aside I like Johnson. I think his second ability should be more clearly stated, such as: this ship gets +1 to all d6 rolls. Additionally his final ability should specify is the repair action is a free action or not. Given that a bonus to all dice rolls is VERY powerful, Johnson should probably increase in point cost, from 6 to closer to 10 or above even.

    Emile is quite similar in that regard, should probably cost more than 7 points, though I do like his combination of abilities.

     

    Le Ronde seems like an interesting ship, though her 2 cargo spaces will limit what she can do significantly. Is her last ability meant to be exactly the same as the Glorious Treasure’s or is it meant to be different slightly?

    Unless you’ve got a different model in mind, the Pinnacle should only have 3 cannons/masts as Turbine’s were never larger or smaller than 3 masts. That said a few people have made 4 mast Turbine ships so it’s not out of the realm of possibility, just something to keep in mind if you ever manage to bring the ships off the paper.

     

    All of the events should have a range specification, measured either from the token when it’s placed, or from some other point that is specified in the ability. For example: Every ship within L of the event token must roll a d6 before being given a move action; Every ship withing L of the chosen island/terrain must roll a d6 before being given a move action.

    Additionally, what would the point costs of those Events be?

     

    Wind in a Bottle needs more concise wording, like the other two Unique Treasures.

    #15111
    iPersons
    Participant

    Thanks for the response. I updated the rules and prices with the advice you gave.

    -I ended up giving Le Ronde an additional cargo space. It originally had 4. However, it seemed a little OP so I limited it along with its speed to be a little more viable.

    – Did not know that turbines only had three masts. I actually don’t own one so the more you know I guess. I may lower its price a bit more if that is the case.

    – Not quite. It is similar to the HMS Granville’s ability. This is due to the idea that any typical ship would suffer a lot of damage ramming an ironclad like the “Le Ronde”. I will update it to sound more in tune with pirates csg language.

    #15147
    Woelf
    Moderator

    Keywords:

    Return Fire – When this ship is shot at, after the enemy ship has completed their attack action, as a free action, this ship may return fire with all remaining masts. While conducting this action, all cannons increase to rank four.

    What happens if the ship’s natural cannons were a 5 or 6?  (There are a handful in the game.)  Do they reduce to 4, or stay where they are?

    An easy fix would be to say “…all cannons become rank 4” so you’re covered either way.  Better yet, you could word it like the range-extending abilities and say “…you must roll a 5 or 6 to hit” so rank becomes irrelevant.

    Crew:

    MCPO Harvey “Hammer” Johnson – American – Cost 7

    Shipwright. This ship gets +1 to boarding and cannon rolls. At the end of every turn, as a free action, roll a d6. On a 5 or 6 repair one mast on this ship. This ship cannot add anymore masts once the ship is fully repaired.

    Is that last sentence serving some specific purpose?

    There’s no mechanism anywhere in the game to allow a ship to increase its number of masts beyond the number it started with, so as written, it seems to imply that if you ever repair the ship back to full after taking damage, you can never repair it again if it takes new damage.

    #15148
    iPersons
    Participant

    Fixed. Thanks for the solid insight.

    #15268
    Wayland
    Participant

    Is it possible to upload an spread sheet document? That the format I have until I get bact to my computer.

    #15271
    Ben
    Keymaster

    Is it possible to upload an spread sheet document? That the format I have until I get bact to my computer.

    No, but you can try copying and pasting the text from it into a post here, or better yet share a google sheets/etc link to an online version of the spreadsheet.  I can also make a sheet for you in the Customs Database if you want.

    #15309
    Wayland
    Participant

    That is not necessary Ben. I just need to wait to get back to my desktop. Might take a week or two. Thank you for the offer.

    #15435
    Ochobrazo2298
    Participant

    Esto es un generic crew type I came up with and wanted your guys’ opinion on it.

    Name: Ballast

    Point Cost: 3

    Ability: You may eliminate this crew to give this ship an extra S to this ship’s base move for the rest of the game. (You have to include this crew into the build total.)

     

     

    Faction: Pirate

    Name: Tropical Fruit

    Point Cost: 11

    Masts: 2 (Blockade Runner)

    Cargo: 3

    Base Move: L

    Cannons: 2S-2L

    Ability: Spice Runner(4 Points. One of this ship’s treasures is worth +3 gold when unloaded at your home island.) This ship may dock and explore a wild island using the same move action.

    Link: Philipe Zuan

    Set: Abandoned Tides

     

    Faction: Pirate

    Name: Philipe Zuan

    Point Cost: 7

    Ability: Cargo Master, Helmsman

    Link: Tropical Fruit

    Set: Abandoned Tides

     

    #15436
    Xerecs
    Moderator

    Adding +3 to a coin seems pretty powerful, especially in competitive games. Ship seems okay otherwise. I don’t like the Pirates getting a Cargo Master but Philipe is an interesting crew, given the link. Flavor-wise he’s another of the Zuan Pirates that have given Luis a bad name?

    #15437
    Ochobrazo2298
    Participant

    some more.

    Faction: Pirate

    Name: Zenith

    Point Cost: 17

    Masts: 4

    Cargo: 4

    Base Move: S+S

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

    Ability: Xebec, Spice Runner.

    (Xebec. You can measure movement for this ship from any place on her hull and face her bow to the end of the measuring point.)

    Link: Tavose Grandeza

    Set: Flooded Isles

     

    Faction: Pirate

    Name: Tavose Grandeza

    Point Cost: 7

    Ability: Secret Hold, Parley, Hostile: France. This ship gets +1 cargo spaces. This crew takes up no cargo space.

    Link: Zenith

    Set: Flooded Isles

     

    #15438
    Ochobrazo2298
    Participant

    Yes he is! Thanks for the input, I think i should jack the spice runner Keyword up to 5.

    I originally went off of the numbers of 3 points for +2 gold on RotF LE Dominic Freda and figured upping the gold by one would mean also points by one. But yeah, Thanks!

    #15439
    Ochobrazo2298
    Participant

    Faction: Pirate

    Name: Joli Rouge

    Point Cost: 17

    Masts: 5

    Cargo: 5

    Base Move: S

    Cannons: 3L-2S-2L-2S-5L

    Ability: Navigator, Tallship. Once per turn, you may roll a d6. On a result of 1-3, give her no action; On a result of 4-6, you may give this ship an extra action.

    (Tallship 3 Points. If this ship has all of her masts she gets +L to her base move)

    Set: Flooded Isles

    #15441
    Ben
    Keymaster

    @Ochobrazo2298:

    I think Ballast would alter the game, for better or worse.  A lot of ships would get it and eliminate it immediately to get the whole +S for the game, acting as a stackable helmsman which when paired would give any ship +S+S to their base move.  By eliminating it before moving, you could also use the free transfer rules while docked at your home island to bring on another crew into the cargo space it doesn’t occupy after elimination.  Also, is there a reason you made it a crew and not equipment? (ballast as… bodies?)

    Wizkids generally underpriced the gold bonus abilities, I would estimate +3 gold could be worth 5-7 points.  To avoid potential future confusion I would put any custom keywords in every post they are applicable to, or link a doc/spreadsheet with all of them in the same area.

    I’d probably put Zenith at 18-19 points for playtesting.

    Joli Rouge is a rather fascinating potential “all or nothing” ship.  I would change the 1-3 result to “this ship cannot be given any actions this turn”.

    Neat customs overall, thanks for sharing!

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