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  • #16908
    Ben
    Keymaster

    Once per turn you may roll a d6. On a result of 5-6 repair a mast on every friendly ship within S of this ship. If this ship is assigned a shipwright crew, the roll succeeds on a result of 3-6 instead.

    Especially with that improvement, I think Wrench should be more expensive. It doesn’t take an action and can be made quite useful with an extra 2 point crew.  I could see that being really useful in some larger games, especially on crowded battlefields or in conjunction with a cheerleader.

    In a campaign game I’d probably be willing to spend 18-20+ points on this one.  On the other hand, Peril Koi seems underwhelming.  I’d consider swapping their point costs.

    #16913
    Xerecs
    Moderator

    Especially with that improvement, I think Wrench should be more expensive. It doesn’t take an action and can be made quite useful with an extra 2 point crew.  I could see that being really useful in some larger games, especially on crowded battlefields or in conjunction with a cheerleader.

    In a campaign game I’d probably be willing to spend 18-20+ points on this one.  On the other hand, Peril Koi seems underwhelming.  I’d consider swapping their point costs.

     

    I don’t know if I’ll keep the improvement on the Wrench, or at least not make it that good. Re-wording to just a +1 to the roll might be better, especially as I’ve used the once per turn wording, like spying abilities an cancel crew. Given that, would a point increase from 14 to 16 – 17 be ideal, regardless of any changes to the ability?

    #16914
    Xerecs
    Moderator

    Daily customs continue with the Nexus Alliance!

     

    Architect
    Nexus Alliance
    Points: 25
    Masts: 4
    Cannons: 4S-4S-4L-4L
    Cargo: 3
    Movement: S+S
    Ability: Enemy ships within S of this ship at the beginning of their turn may not be given move actions that turn.

    Flavor: The Architect’s crew live by their motto “plan to succeed”. It is said that they have a plan and contingency for any scenario.

     

    Engineer’s Fortress
    Nexus Alliance
    Points: 21
    Masts: 4
    Cannons: 2S-2S-2S-2S
    Cargo: 4
    Movement: S
    Ability: This ship cannot be shot at by ships within S of it. This ship gets +1 to her cannon rolls for every friendly ship within S.

    Flavor: As her name implies, the Fortress is incredibly difficult to damage. That she never travels alone adds to the difficulty of engaging her.

    #16915
    Ben
    Keymaster

    I don’t know if I’ll keep the improvement on the Wrench, or at least not make it that good. Re-wording to just a +1 to the roll might be better, especially as I’ve used the once per turn wording, like spying abilities an cancel crew. Given that, would a point increase from 14 to 16 – 17 be ideal, regardless of any changes to the ability?

    Sounds like an improvement!

    #16916
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Flare
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2L-2L-3L-3L
    Cargo: 3
    Movement: S+L
    Ability: Once per turn, this ship may shoot a fire shot. Declare which cannon will shoot the fire shot before rolling the die. If the cannon hits, replace up to two masts on the target ship with fire masts. If the cannon roll misses, this ship cannot be given a shoot action for two turns.

    Flavor: Harlan Storm wanted to create a cannon that “spat fire”. The prototypes have been installed on the Flare.

     

    Cross of Delgado
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: Repeating Guns

    Flavor: Most would think this ship named after a famous relic or long lost treasure. In truth the ship is named after a crossbow favored by one of Harlan Storm’s lieutenants.

     

    Keywords
    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again as a free action. The first cannon that misses on its second shot ends the shoot action.

    #16962
    Xerecs
    Moderator

    Last two Nexus Alliance ships for this cycle!

     

    Snake Strike
    Nexus Alliance
    Points: 13
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 3
    Movement: S+L
    Ability: If this ship rolls a 6 on a cannon roll, eliminate an extra mast. If the cannon roll is a 1, this ship’s base move becomes S on her next turn.

    Flavor: The crew of the Snake Strike usually prefer to hit their prey as quickly as possible. Recent malfunctions with the ships cannons however, have reduced their overall effectiveness.

     

    Celestial Revenge
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: L
    Ability: Once per turn roll a d6. On a result of 6 you may place three reefs from outside the game within S of this ship. If any ship touches one of these reefs, remove the reef and that ship from the game.

    Flavor: The crew of the Celestial Revenge believe that the movement and placement of the stars in the heavens somehow relates to the formation of coral reefs.

    #16970
    Woelf
    Moderator

    A couple days behind, but…

    Architect
    Ability: Enemy ships within S of this ship at the beginning of their turn may not be given move actions that turn.

    This ability needs significant extra limitations of some sort on it, because it’s game-breaking as-is.    It’s basically a super canceller without any non-specialized defense against it.     Any ship it catches that doesn’t have a canceller of its own or significant outside support, is completely dead in the water while Architect slowly picks it apart.    Even then, that outside support needs to be able to completely destroy Architect with the first attack, or it’ll simply change its position slightly to envelop both/all ships nearby.

    Absolute worst-case-scenario, the player with this ship manages to catch a player’s entire fleet while still docked at their home island.

    You could add a die roll like Fear, reduce the blockage to just a specific type of action (no shoot actions, or no move actions – but not both), add some negative effect that prevents Architect from keeping ships trapped for more than a turn or two…

    #16971
    Xerecs
    Moderator

    You could add a die roll like Fear, reduce the blockage to just a specific type of action (no shoot actions, or no move actions – but not both), add some negative effect that prevents Architect from keeping ships trapped for more than a turn or two…

    It only prevents move actions, not actions in general.

     

     

    #16972
    Woelf
    Moderator

    It only prevents move actions, not actions in general.

    Sorry, I misread that initially.

    Some limitation on it still may be needed, because even just limiting to move actions makes it act like a multi-ship reverse pin.  It would still be fairly easy to position this ship to minimize how many of the opposing ship(s)’s cannons can fire back, leaving the opponent no good way to escape without a canceler of their own.

    #16973
    Xerecs
    Moderator

    Some more English for the Farthest Shore!

     

    RNS Sovereignty
    English
    Points: 19
    Masts: 5
    Cannons: 2S-2L-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: This ship gets +1 to her cannon and boarding rolls against non-English ships.

    Flavor: With ships and fleets across the known globe, the English feel that their mastery of the sea is unchallenged. The Sovereignty is the manifestation of that feeling.

     

    HMS Roke
    English
    Points: 14
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 4
    Movement: S+S
    Ability: Galley. This ship ignores terrain when given a move action.

    Flavor: Salvaged from the Barbary coast, the Roke is considered strange by her English crew. They say that she sails over reefs and the like as if they were not there.

    #16979
    Xerecs
    Moderator

    Yesterday the English, today the Americans!

    USS Keep
    American
    Points: 24
    Masts: 5
    Cannons: 3L-3S-3S-3S-3L
    Cargo: 6
    Movement: L
    Ability: Man-O’-War. This ship gets +1 to her cannon rolls against Pirates and The Cursed.
    Link: Captain Carter Kurt

    Flavor: Representing a shift in American naval doctrine, the Keep was designed for long deployments at sea, with extensive stores of food, water and armaments. Her secondary mission is to find and destroy as many Pirate and Cursed vessels as she can.

     

    Captain Carter Kurt
    American
    Points: 5
    Ability: Loyal: America. Captain. Cannoneer.
    Link: USS Keep

    Flavor: Carter was a career soldier, a veteran of many of America’s most significant wars. He did not expect to be put on a ship and sailed out of sight and out of mind of most.

     

    Keywords
    Man-O-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    #16990
    Xerecs
    Moderator

    What our game is named for, Pirates!

     

    Artemis
    Pirate
    Points: 12
    Masts: 4
    Cannons: 2L-3S-3S-3L
    Cargo: 2
    Movement: L
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit.

    Flavor: Cargo space on the Artemis is scarce, as so much of the ship’s available space is occupied with various cannons and firearms. Her wide variety of armaments give her a range few ships possess and can hope to match.

     

    Isabella
    Pirate
    Points: 16
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 6
    Movement: L
    Ability: Dories. Explorer. This ship gets +1 to her cannon rolls against Spanish ships.
    Link: Captain Phineas “Badbeard” Fletcher

    Flavor: Captured by the upstart “pirate” Phineas Fletcher, the Isabella now serves a new purpose. She is a reminder to her new captain of the love he seeks to rescue, and a declaration of a one-man war against the Spanish.

     

    Captain Phineas “Badbeard” Fletcher
    Pirate
    Points: 6
    Ability: Shipwright. This ship’s crew cannot be eliminated unless she sinks.
    Link: Isabella

    Flavor: A young American smuggler who fell in love with the daughter of a Spanish admiral, Phineas chose a life of piracy when his love was sent away to be married so her father would gain the monetary support of her future husband. Fletcher will do anything to save his beloved and reunite with her.

    #16991
    Ben
    Keymaster

    I really like how unique Isabella and Badbeard are.  Lots of intriguing abilities to have on a gold runner/hybrid.

    #16998
    Xerecs
    Moderator

    I really like how unique Isabella and Badbeard are.  Lots of intriguing abilities to have on a gold runner/hybrid.

    It’s definitely a unique combo, Dories incentivizes using Badbeard on the Isabella, though his abilities don’t mesh well imo. I forget if this is supposed to be the same ship as the WK box-topper from RotF, I’ll ask Darkhurst.

     

    Something wicked this way sails, some more of the Cursed!

    Razorscales
    Cursed
    Points: 18
    Masts: 4
    Cannons: 2L-2S-2S-2L
    Cargo: 0
    Movement: S+S
    Ability: Sea Monster. This Sea Monster eliminates two masts with each hit.

    Flavor: The Razorscales is so ancient that the scales upon its back have hardened into sharp ridges that can shred through the hull of any ship unlucky enough to encounter the serpent.

     

    Black Phoenix
    Cursed
    Points: 15
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 3
    Movement: L
    Ability: Eternal. Oarsman.

    Flavor: “Burn into ashes, and then rise again, forever strong.” This is the mantra taught to the new members of the Black Phoenix’s crew before they are properly welcomed into servitude at a blazing stake.

    #17001
    Xerecs
    Moderator

    Two more Frenchmen for Farthest Shore!

     

    Aigle
    French
    Points: 16
    Masts: 4
    Cannons: 2L-3L-3L-4L
    Cargo: 3
    Movement: S+S
    Ability: Blockade Runner. This ship gets +1 to her cannon rolls against ships that have shot at her.

    Flavor: The “Eagle’s” lookout has very sharp vision, and can recognize the flags and sails of any ship that deserves the crew’s vengeful anger.

     

    Providence
    French
    Points: 18
    Masts: 4
    Cannons: 3L-4S-4S-3L
    Cargo: 5
    Movement: L
    Ability: Man-O’-War.

    Flavor: Though she is of little consequence when compared to her sister, the Première République, the Providence’s captain is certain that her name will one day strike fear in the hearts of English sailors.

     

     

    Keywords
    Blockade Runner: This ship gets +1 to her ram and boarding rolls. Ramming cannot eliminate this ship’s masts.

    Man-O-War: Before you give this ship an action roll a d6. On an even numbered result this ship eliminates two masts with each hit for this turn. On an odd numbered result, this ship’s cannons are rank 2 for this turn.

    #17007
    Ben
    Keymaster

    Aigle and Providence both look like good and useful warships.  Only concern is tracking Aigle’s bonus – during a game I’d probably write or type which ships.

    #17008
    Xerecs
    Moderator

    Only concern is tracking Aigle’s bonus – during a game I’d probably write or type which ships.

    In a two player game I don’t think it would be that difficult, especially at lower point levels. However that is a good point. If you didn’t want to write it down or track it that way I suppose you could put a token or something on the ship.

    #17009
    Xerecs
    Moderator

    More Spaniards are arriving in the Farthest Shore!

     

    El Santuario Dos
    Spanish
    Points: 28
    Masts: 5
    Cannons: 3S-2S-2S-2S-3S
    Cargo: 6
    Movement: S+S
    Ability: This ship gets +1 to her cannon and boarding rolls against any ship. Once per turn, when this ship hits an enemy ship, eliminate one cargo from the target ship.
    Link: Almirante Jaime de Titán

    Flavor: TBD

     

    Cortina de Humo
    Spanish
    Points: 11
    Masts: 5
    Cannons: 4S-4S-5L-4S-4S
    Cargo: 5
    Movement: S+L
    Ability: This ship cannot carry crew. This ship sinks when her last mast is eliminated.

    Flavor: Large and impressive-looking, not a single Officer of the Spanish Navy has set foot on this ship. Superstitious sailors claim that the day she’s properly crewed, will be the day she sinks.

     

    Almirante Jaime de Titán
    Spanish
    Points: 15
    Ability: Loyal: Spain. Eternal. Once at the beginning of each of your turns, you may roll a d6. On a result of 6, instead of giving this ship an action, you may give an enemy ship an action.
    Link: El Santuario Dos

    Flavor: TBD

    #17014
    Xerecs
    Moderator

    Approaching the end of this cycle, two more Ionic ships!

     

    Torak
    Ionic
    Points: 19
    Masts: 4
    Cannons: 2L-2L-2L-2L
    Cargo: 4
    Movement: L
    Ability: Two hits in the same shoot action are required to eliminate one of this ships masts. This ship gets +1 to her cannon rolls against any non-Ionic ship.

    Flavor: A double planked and coppered hull, and cannons provided by the Nexus Alliance give this vessel both extreme durability and impressive firepower.

     

    Raptor
    Ionic
    Points: 17
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 3
    Movement: L
    Ability: Give this ship a shoot action to make one 3L+L catapult shot (it may make no other attacks). If it hits, eliminate two masts and one cargo from the target ship.

    Flavor: A large catapult is affixed to this vessel amidships. The catapult has a range greater than any of the ships own cannons, but the crew are not well trained in its usage.

    #17022
    Xerecs
    Moderator

    Rounding out the cycle with some more Mercenaries, then back to the Nexus Alliance tomorrow!

     

    Rising Moon
    Mercenary
    Points: 17
    Masts: 6
    Cannons: 3S-4S-5L-5L-4S-3S
    Cargo: 8
    Movement: S
    Ability: Mercenary. Junk. This ship gets +1 to her cannon and boarding rolls against sea creatures. This ship gets -1 to her fire mast rolls.

    Flavor: Made to withstand attacks from most sea monsters, the Rising Moon utilizes her massive cargo hold to store limbs, fins, eyes, teeth, and other pieces from the monsters she hunts. These specimens are then sold on black markets worldwide, making the Moon’s captain both rich and wanted.

     

    Darke Dragon
    Mercenary
    Points: 13
    Masts: 5
    Cannons: 3S-2L-3S-2L-3S
    Cargo: 4
    Movement: L
    Ability: Mercenary. Cursed crew may use their abilities on this ship.
    Link: Merrin Ree

    Flavor: TBD

     

    Merrin Ree
    Mercenary
    Points: 6
    Ability: Ex-Patriot. Guardian. Black Mark. Once per turn, choose one Cursed crew in play worth 5 points or fewer. This crew may use that crew’s ability for that turn. You may choose a different ability each turn.

    Flavor: TBD

    #17029
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Sorcerers Hand
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 5
    Movement: L
    Ability: Broadsides Attack. If this ship hits with a Broadsides Attack, every friendly ship within S may repair a mast as a free action.

    Flavor: Home to some of Dalgaards most mystical followers, the Hand doesn’t look like much, but she carries some of the heaviest cannons in the Alliance.

     

    Divine Sword
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 5
    Movement: L
    Ability: Two hits in the same shoot action are required to eliminate one of this ships’ masts.

    Flavor: Exeter oversaw the construction of this vessel, with double panels for her hull and reinforced masts and rigging. At the same time, he ensured that the firepower was not lacking.

    #17033
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Shield of the Savior
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 3S-2L-2L-3S
    Cargo: 6
    Movement: L
    Ability: If a friendly ship within S of this ship would have a mast eliminated, eliminate a mast from this ship instead.

    Flavor: Duke Exeter wanted a new line of ships that would “shield the Nexus from harm”. However the new ships proved too expensive to build, and with resources allocated elsewhere only the first was fully completed.

     

    Hurricane
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 6
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.

    Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.

    #17034
    Xerecs
    Moderator

    Daily customs continue as we wind through the Farthest Shore!

     

    Hurricane
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 6
    Movement: S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. When used at normal range, this ship eliminates two masts with each hit.

    Flavor: One of the first ships in the Alliance to utilize cannons from the Ionics, the Hurricane boasts a range few ships can match, and a destructiveness at close range to rival that of the best English cannons.

     

    Arrow
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 5
    Movement: S+S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6 to hit. Once per turn before this ship is given an action, roll a d6. On a result of 5-6 this ships cannons have a range of L+L.

    Flavor: The Arrow is a full realization of the cooperation between the Nexus Alliance and the Ionics, sporting cannons that have a range greater than that of even the Hurricane.

    #17043
    Xerecs
    Moderator

    Seems I double posted yesterday, ooops! Instead of two we have three new ships today!

     

    Ocean Rush
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 4
    Movement: L
    Ability: Once per turn, before you give this ship an action, roll a d6. On a 5-6, this ship may be given the Same Action Twice.

    Flavor: The last vestiges of the Jade Rebellion have found their way into the Alliance, and made this ship their home.

     

    Divine Wrath
    Nexus Alliance
    Points: 23
    Masts: 4
    Cannons: 2S-3S-3S-2S
    Cargo: 7
    Movement: S
    Ability: Give this ship a shoot action. Roll a d6, on a result of 5-6 every enemy ship within L+L loses a mast and cannot be given a move action on its next tun. This ability cannot be used for turns equal to the total number of affected ships.

    Flavor: Duke Exeter claims the Divine Wrath as one of his ships, and not Dalgaards. This is odd, as many sailors have claimed that she “shoots lightning” at opposing ships.

     

    Helm of Destruction
    Nexus Alliance
    Points: 22
    Masts: 4
    Cannons: 4L-5S-5S-4L
    Cargo: 8
    Movement: L
    Ability: Give this ship a shoot action. Roll a d6, on a result of 6 place a token within S of this ship. Evey enemy ship within L of the token is placed as close to it as possible, and cannot be given a shoot action on their next turn. This ability cannot be used for turns equal to the total number of affected ships.

    Flavor: A collaborative effort from Dalgaard, Exeter and Overton resulted in the Divine Wrath, each contributing some of their ideologies into this one singular vessel.

    #17045
    Xerecs
    Moderator

    Daily customs continue!

     

    Grand Cannon
    Nexus Alliance
    Points: 25
    Masts: 4
    Cannons: 2L-3S-3S-2L
    Cargo: 5
    Movement: S+S
    Ability: Every time this ship would be shot at, roll a d6. The result is the number of times this ship must be hit before masts can be eliminated.

    Flavor: Built to hold cannons that lived up to her name, and as an unintended result has become almost impossible to damage.

     

    Fist of the Gods
    Nexus Alliance
    Masts: 4
    Cannons: 4L-3S-3S-4L
    Cargo: 6
    Movement: L+S
    Ability: This ship gets +1 to her cannon rolls for every friendly ship that is sunk.

    Flavor: Most members of the Nexus Alliance are willing to fight to protect their home. Those that wish to fight for vengeance or revenge find themselves stationed on this vessel.

    #17047
    Woelf
    Moderator

    Grand Cannon

    Points: 25

    Ability: Every time this ship would be shot at, roll a d6. The result is the number of times this ship must be hit before masts can be eliminated.

    This ability was already essentially broken when WK put it on a fort.  On a ship it becomes a far more serious problem because it can be combined with rerollers, a single repair action can completely negate numerous shots, and it can be copied by others.

    To make it work on a ship it needs to be highly restricted, by capping the maximum damage reduction (2 or 3 at most), reducing the rolls so it only blocks damage with certain results (1-2-3 reduces that amount; nothing on a 4+), or adding some other meaningful negative to it (hits eliminate two masts, hits automatically become fire, can only repair at home, etc.).

    Raising the cost more only goes so far; you can price it out of standard games, but that doesn’t do much for large/campaign games.

    #17078
    Xerecs
    Moderator

    To make it work on a ship it needs to be highly restricted, by capping the maximum damage reduction (2 or 3 at most), reducing the rolls so it only blocks damage with certain results (1-2-3 reduces that amount; nothing on a 4+), or adding some other meaningful negative to it (hits eliminate two masts, hits automatically become fire, can only repair at home, etc.).

     

    Hmmm, these are good points. I don’t really want to make the ability very similar to the existing damage reducing abilities (can only be hit on a 6, two hits for one mast, etc.). Would this wording be better for what I’d like the ship to do:

    Each time this ship is hit, roll a d6. On a result of a 4-6 the hit is ignored instead.

    I think I’ll add that it can only repair at a home island, regardless of how the first ability is changed.

     

     

    Daily customs continue!

    Doomhammer
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 4L-2L-2L-4L
    Cargo: 3
    Movement: L
    Ability: Once per turn roll a d6. On a result of 4-6, every ship within L of this ship loses a mast.

    Flavor: Built with a wide beam, this vessel is capable of firing full broadsides from her port and starboard sides at the same time. However, the berserker gun crews pay little attention to friend or foe when they let the cannonballs fly.

     

    Spark
    Nexus Alliance
    Points: 14
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship gets +1 to her cannon rolls for every cargo on her.

    Flavor: Once a derelict hulk, the Spark has been restored and repurposed from her previous life as a merchant vessel.

    #17079
    Woelf
    Moderator

    Hmmm, these are good points. I don’t really want to make the ability very similar to the existing damage reducing abilities (can only be hit on a 6, two hits for one mast, etc.). Would this wording be better for what I’d like the ship to do:

    Each time this ship is hit, roll a d6. On a result of a 4-6 the hit is ignored instead.

    I think I’ll add that it can only repair at a home island, regardless of how the first ability is changed.

    Yeah, that would work well.   Still very powerful, but not so much that you’d need an entire fleet of large ships (and/or cancellers) to take it down.

    Doomhammer
    Ability: Once per turn roll a d6. On a result of 4-6, every ship within L of this ship loses a mast.

    Flavor: Built with a wide beam, this vessel is capable of firing full broadsides from her port and starboard sides at the same time. However, the berserker gun crews pay little attention to friend or foe when they let the cannonballs fly.

    Based on the flavor text I assume this is meant to be mandatory, so you should add a “you must” into the first sentence to make that as clear as possible.    Specifying the timing might be useful too, like beginning/end of turn (if used on ALL turns), immediately before/after taking an action (if only your own turn), or tying it specifically to shoot actions (which would fit the flavor text).

    Also, assuming it is mandatory, this will be problematic at the start of a game, especially if it’s rolled every player’s turn.   Someone late in the order of a multiplayer game could be forced to make several rolls before getting to their first turn, but even the first player could take a bunch of unwanted damage if they couldn’t space their ships out enough immediately.

    #17080
    Xerecs
    Moderator

    Based on the flavor text I assume this is meant to be mandatory, so you should add a “you must” into the first sentence to make that as clear as possible.    Specifying the timing might be useful too, like beginning/end of turn (if used on ALL turns), immediately before/after taking an action (if only your own turn), or tying it specifically to shoot actions (which would fit the flavor text).

    Also, assuming it is mandatory, this will be problematic at the start of a game, especially if it’s rolled every player’s turn.   Someone late in the order of a multiplayer game could be forced to make several rolls before getting to their first turn, but even the first player could take a bunch of unwanted damage if they couldn’t space their ships out enough immediately.

     

    More good points. 😀

    “At the beginning of every players turn you must roll a d6. On a 5 or 6 every ship within L of this ship loses a mast. When this ship is given a shoot action roll a d6. On a result of 1-3 every ship within S of this ship loses a mast.”

     

    If I change the ability to the above I believe timing issues are settled, but still is problematic for multiplayer games. I’m not sure if changing the odds from a 4-6 to 5 or 6 would solve that problem. The second ability might be the way to go for the entire overall ability of the ship even though I’d rather not change it to just that.

    #17081
    Woelf
    Moderator

    “At the beginning of every players turn you must roll a d6. On a 5 or 6 every ship within L of this ship loses a mast. When this ship is given a shoot action roll a d6. On a result of 1-3 every ship within S of this ship loses a mast.”

     If I change the ability to the above I believe timing issues are settled, but still is problematic for multiplayer games. I’m not sure if changing the odds from a 4-6 to 5 or 6 would solve that problem. The second ability might be the way to go for the entire overall ability of the ship even though I’d rather not change it to just that.

    4-6 works if that’s the only effect.   With the shoot action trigger in addition, the automatic part should probably stay higher, maybe even just on a 6.

    The multiplayer issue can be mostly resolved by adding something like, “This ability does not affect ships docked at their own home island.” -OR- “This ability has no effect (do not roll) if this ship is docked or has no masts.”

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