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  • #17084
    Xerecs
    Moderator

    Ability changes likely coming for the Doomhammer, in the meantime daily customs continue, with the last two Nexus Alliance ships for this cycle!

     

    Star Talon
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. This ship ignores terrain when given a move action.

    Flavor: The Star Talon quite literally flies over the water. Under full canvas and with a favorable wind, she can skip across the waves at speeds not thought possible.

     

    Sunshine
    Nexus Alliance
    Points: 18
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. If this ship is assigned a captain crew, she gets +S to her base move.

    Flavor: Dr. Overton saw an American Clipper in action, flying over the water, and decided that the Alliance needed a ship like the one he had seen. The Sunshine is the first Alliance clipper, and is a strange mix of merchant vessel and warship.

     

    Keywords
    Clipper Ship: This ship’s movement is measured from bow to stern.

    #17093
    Xerecs
    Moderator

    Two new Englishmen come sailing in!

     

    HMS Acclamator II
    English
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: L
    Ability: Armed Merchant. Hidden Gold.

    Flavor: TBD

     

    HMS Scavenger
    English
    Points: 12
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 5
    Movement: S+S
    Ability: One of this ships treasures is worth +1 gold when unloaded at your home island.

    Flavor: As her name implies, the Scavenger will scavenge whatever her crew can from wrecks and derelicts. Her crew are expert refurbishers, and have turned a profit more times than not by selling what was junk only the day before.

     

    Keywords
    Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.

    Hidden Gold: This ship has 2 extra cargo spaces that may only be assigned treasure.

    #17099
    Xerecs
    Moderator

    Two more for the daily customs! I think the Americans have the most linked pairs, after the Nexus Alliance.

     

    USS Quest
    American
    Points: 17
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 5
    Movement: S+S
    Ability: Dories. Armed Merchant.
    Link: Professor Archibald Hale

    Flavor: Archibald Hale’s ship is his home away from home. The Quest is well equipped for long periods of time at sea, and is well armed to keep pirates and thieves away.

     

    Professor Archibald Hale
    American
    Points: 4
    Ability: Explorer. One of this ship’s treasures is worth +2 gold when unloaded at your home island.
    Link: USS Quest

    Flavor: Hale is a professor of history, and is convinced that ancient relics and powerful treasures are still waiting to be found in distant and unexplored places. He has promised the American navy that he and he alone can find these mythical artifacts.

     

    Keywords
    Armed Merchant: Once per turn as a free action one of this ships cannons may shoot at one enemy target within range. The shot may not have it’s range or rank increased.

    #17104
    Xerecs
    Moderator

    More Pirates on the seas, daily customs from the Farthest Shore continue!

     

    Dreadwind
    Pirate
    Points: 23
    Masts: 4
    Cannons:2S-3S-3S-4S
    Cargo: 4
    Movement: S+S
    Ability: Black Mark. Repeating Guns. Cursed crew may use their abilities on this ship.
    Link: Captain Jerica Key

    Flavor: Jerica Key wrested this ship from her arch rival,the Red Rayven and made it her own. Though it lacks the firepower that most pirates have nowadays on the waves, Jerica’s skill and reputation dissuade most from openly attacking.

     

    Captain Jerica Key
    Pirate
    Points: 9
    Ability: Black Mark. Captain. Parley. This ship gets plus one to her cannon rolls against any non-Pirate ship.
    Link: Dreadwind

    Flavor: If not for a feud with Nemo, Jerica would be a mercenary. She will take any job, for any price. Though her skills are sharp, she has begun experimenting with Cursed powers to accentuate them further.

     

    Quetzalcoatl
    Pirate
    Points:
    Masts: 3 (uncommon)
    Cannons: 2L-2S-2S
    Cargo: 4
    Movement: S+S
    Ability: Fear. When this ship his an enemy ship, eliminate a cargo from the enemy ship.

    Flavor: The crew of this ship claim to be descendants of the Aztecs, and have sworn to wreak vengeance on the wold for the fall of their empire.

     

     

    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.

    #17106
    Xerecs
    Moderator

    Daily Customs continue!

     

    Bliddo
    Cursed
    Points: 19
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 2
    Movement: S+S
    Ability: Sea Monster. You may give this sea monster a shoot action to make one L-range Rank 2-rank breath attack against a target ship (it may make no other attacks). If it hits, the target’s controller replaces up to two of her masts with a fire mast, per the Firepot Specialist rules.

    Flavor: Bliddo emerged from the depths of the ocean when the Baron Typhonus ascended to the Cursed. He is the only one who has been able to exhibit some control over this fearsome beast.

     

    Kurl
    Cursed
    Points: 19
    Masts: 4
    Cannons: 2L-4S-4S-2L
    Cargo: 4
    Movement: L
    Ability: When this ship hits an enemy ship, you may also eliminate a mast from a different enemy ship within S of the target ship.

    Flavor: The Kurl goes into battle firing every gun on every deck on each side, creating a circle of cannon fire around her. Her crew rarely draw an intended line of fire to a target, instead preferring to simply let the cannonballs fly.

    #17112
    Xerecs
    Moderator

    Daily customs continue, two more for the Tri-color!

     

    Chancelière
    French
    Points: 20
    Masts: 4
    Cannons: 2L-3L-3L-2L
    Cargo: 3
    Movement: S
    Ability: This ship eliminates two masts with each hit.
    Link: Capitaine Mathus Artus

    Flavor: A recent addition to the French Navy, the “Chancellor” is equipped with some of the finest weapons money can buy from the English black market. Proudly flying the Tri-Colors of France, the admiralty hopes she can turn the tide against the English, using their own weapons against them.

     

    Capitaine Mathus Artus
    French
    Points:
    Ability: Royal Officer. Musketeer. 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.
    Link: Chancelière

    Flavor: After proving his worth and skills time and again, Mathis Artus was promoted to the rank of Capitaine, and given the Chancelière. Now with a goal of becoming an esteemed Amiral, Artus’s loyalty to his superiors and the navy he serves knows no bounds.

     

    De Bergerac
    French
    Points: 16
    Masts: 4
    Cannons: 2S-2S-2S-2S
    Cargo: 3
    Movement: S+S
    Ability: When this ship sinks another ship, you may repair one of this ship’s masts. Eliminate one of this ship’s masts when she rolls a 1 on any cannon roll.

    Flavor: The De Bergerac is one of the finest vessels in the French navy. Frequented by Sir Christian Le Bret, this ship has become infamous for her efficiency at sinking enemy warships, or scaring the crews to the point of surrender.

     

    Keywords
    Royal Officer: When this crew is assigned with or on its linked piece, its point cost is not counted towards the point limit of the ship. The crew’s points still count towards the build total.

    #17113
    Xerecs
    Moderator

    Two more Spaniards!

     

    Amor de la Muerte
    Spanish
    Points: 19
    Masts: 4
    Cannons: 2L-2L-2L-2L
    Cargo: 3
    Movement: L
    Ability: When this ship hits an enemy ship, eliminate a cargo from the enemy ship.

    Flavor: The gunners of the Amore de la Muerte are so accurate, they can clear the top deck of a ship without missing once. Unfortunately, this tends to leave no one left to tell stories of their frightening talent.

     

    San Gabriel
    Spanish
    Points: 13
    Masts: 4
    Cannons: 2S-3S-3S-2S
    Cargo: 4
    Movement: S+S
    Ability: This ship gets plus one to her cannon rolls against any non-Spanish ship. This ship gets +2 instead against Pirate and Cursed ships.

    Flavor: The crew of San Gabriel have been charged with the task of clearing piracy from Spanish waters. Ships flying the Red Skull of Davy Jones, are merely a bonus.

    #17136
    Xerecs
    Moderator

    Almost finished with this cycle, two more Ionic ships!

     

    Bukran
    Ionic
    Points: 17
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: When this ship is given a shoot action, you may roll two d6 for every cannon shot. You may choose the result you want.

    Flavor: Many of the sailors that man the Bukran were trained on the Kikano, and have taken that same rash and reckless behavior to their new ship.

     

    Stelus
    Ionic
    Points: 10
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 5
    Movement: S
    Ability: This ship gets +1 to her cannon rolls against ships within S of her. Forts cannot hit this ship.

    Flavor: Fiercely loyal and protective of their home land, the crew of this vessel are deadly marksmen. But only in close quarters.

    #17207
    Xerecs
    Moderator

    Two more for this cycle, then back to the Nexus Alliance tomorrow!

     

    Bloody Fist
    Mercenary
    Points: 16
    Masts: 5
    Cannons: 2S-3L-3L-3L-2S
    Cargo: 6
    Movement: L
    Ability: Mercenary. This ship cannot be given fire masts. When this ship is assigned her linked crew, she gets +S to her base move. Viking crew may use their abilities on this ship.
    Link: Drago the Challenger

    Flavor” TBD

     

    Valkyrie II
    Mercenary
    Points: 14
    Masts: 4
    Cannons: 2L-3L-3S-2S
    Cargo: 4
    Movement: S+S
    Ability: Mercenary. Schooner. This ship gets plus one to her cannon rolls against any non-Mercenary ship.

    Flavor: TBD

     

    Drago the Challenger
    Mercenary
    Points: 7
    Ability: Ex-Patriot. Captain. This ship gets +1 to her die rolls.
    Link: Bloody Fist

    Flavor: TBD

    #17208
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Warp
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 2S-4S-4S-2S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship. Black Mark. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    Flavor: The Warp was a fully fledged merchant vessel when Dr. Overton had her built. When Amanda Dalgaard was given the ship, she filled it with her strange charms and hexes, and gave it cannons.

     

    Scouter
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 2S-2L-2L-2S
    Cargo: 3
    Movement: S+S
    Ability: Clipper Ship. This ship may look at all face-down treasures on islands within S. This ship cannot shoot when she carries treasure.

    Flavor: Though her hold is small, and she is lightly armed, the Scouter is more than capable of holding her own in a fight. However her crew often choose to run from fights, so as to preserve any valuable goods or treasures she may be carrying.

     

    Keywords
    Clipper Ship: This ship’s movement is measured from bow to stern.

    #17210
    Xerecs
    Moderator

    Daily customs continue!

     

    Huwhere
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 2S-4L-4L-2S
    Cargo: 7
    Movement: L
    Ability: Cursed crew may use their abilities on this ship. This ship gets +S to her base move if a captain and musketeer crew are assigned to this ship.

    Flavor: Dalgaard keeps several powerful relics in the hold of the Huwhere. That many powerful objects in one place often attracts the attention of the Cursed.

     

    Warped Ace
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 5S-4S-4S-5S
    Cargo: 6
    Movement: S
    Ability: When this ship is given an explore action, you can swap a treasure on the wild island for a crew on any friendly ship.

    Flavor: Officially known as the “Ace” she was supposed to be the most advanced ship in the navy. However she wound up slower than some barges and proper cannons were never installed on the ship. As a result sailors and crews have taken to calling her warped, or unfinished, giving her her more commonly known name.

    #17211
    Xerecs
    Moderator

    Daily Customs continue! Two more for the Nexus Alliance!

     

    Autumn Dance
    Nexus Alliance
    Points: 20
    Masts: 4
    Cannons: 3S-4L-4L-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship.Each time this ship unloads gold at your home island, one treasure coin is worth +1 gold. Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

    Flavor: The Autumn Dance is both ship and shop, traveling from place to place in Alliance waters. Every port of call sees something new added into her hold, as well as something sold. Captain Felix takes pride in the rotating inventory of his floating business.

     

    Smooth
    Nexus Alliance
    Points: 13
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 4
    Movement: L+S
    Ability: This ship cannot shoot when she carries treasure.

    Flavor: The crew of the Smooth have a passion for music and dance. So great is their passion that they often will perform daily tasks as a dance.

     

     

    Keywords
    Clipper Ship: This ship’s movement is measured from bow to stern.

    #17212
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Brute
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3L-5S-5S-3L
    Cargo: 6
    Movement: S
    Ability: Forts cannot hit this ship. This ship cannot be the first ship to explore an island. This ship gets +1 to her cannon rolls when she carries treasure.

    Flavor: The crew of the Brute keep her low in the water, weighed down with goods and treasure, and make sail with barely any canvas. While this slows the ship significantly, it also makes her harder to hit with cannons, especially land based mortars. With the valuables in her hold, the crew are also always prepared to fight off anyone foolish enough to try and steal their treasures.

     

    Meek Monkey
    Nexus Alliance
    Points: 11
    Masts: 4
    Cannons: 4S-2L-2L-4S
    Cargo: 4
    Movement: S+S
    Ability: Schooner. This ship gets +1 to her cannon and boarding rolls as long as she has all of her masts. This ship cannot be given repair actions.

    Flavor: The crew of the Meek Monkey have had almost no combat training, and are a ripe target for any wandering warship.

    #17214
    Xerecs
    Moderator

    Daily Customs continue, two more for the Alliance!

     

    Gwenevire
    Nexus Alliance
    Points: 15
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 4
    Movement: L
    Ability: Once per turn as a free action, you can transfer one treasure from a friendly ship within S of this ship to this ship.

    Flavor: Similar to the crew of the Smooth, the souls that man the Gwenevire have a passion for song. It is not uncommon for a crewman to begin a tune, and have all hands pick it up.

     

    Quasar
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3L-3L-3L-3L
    Cargo: 8
    Movement: S
    Ability: This ship cannot shoot at forts. This ship gets +1 to her cannon rolls when she is within S of a fort (or other island upgrade).

    Flavor: The crew of the Quasar are strange, all of them have a fear of the open ocean. They prefer to stick to coastal waters, where they can keep land and civilization in sight. Captain Kirsten has tried to little avail to remedy her crew’s fear.

    #17216
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Fire Lotus
    Nexus Alliance
    Points: 12
    Masts: 4
    Cannons: 4S-3L-3L-4S
    Cargo: 6
    Movement: L
    Ability: Jade Rebellion and Cursed crew may use their abilities on this ship.

    Flavor: The history of the Fire Lotus is complicated. At one point the ship was cursed, and was one of the first ships to be used against the Jade Rebellion. She was taken by the Jade Rebellion, but was left abandoned in a forgotten port. Forgotten until she was found by Amanda Dalgaard.

     

    Ludwig
    Nexus Alliance
    Points: 11
    Masts: 4
    Cannons: 3L-2S-2S-3L
    Cargo: 3
    Movement: S+S
    Ability: Clipper Ship. If this ship is assigned more than one crew her base move becomes S.

    Flavor: In her previous life as a racing yacht, the Ludwig was designed for minimal crew. Now that she has been retrofitted and inducted into the Alliance navy, that mindset has not changed.

     

    Keyword
    Clipper Ship: This ship’s movement is measured from bow to stern.

    #17218
    Woelf
    Moderator

    Catching up on a few previous ones…

    Bloody Fist
    Ability: Mercenary. This ship cannot be given fire masts. When this ship is assigned her linked crew, she gets +S to her base move. Viking crew may use their abilities on this ship.

    Is this ship immune to anything that would create fire masts, or do those simply eliminate the masts instead?

    Warp
    Points: 20
    Ability: Clipper Ship. Black Mark. Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    What’s your intention on how Black Mark works when built into a ship?    WK never addressed that, because it was only designed for use on crew.     Does it alter the ship’s cost, and how is that counted toward its point limit and/or the build total?

    Brute
    Ability: Forts cannot hit this ship. This ship cannot be the first ship to explore an island. This ship gets +1 to her cannon rolls when she carries treasure.

    Does the explore restriction apply only to ships in your own fleet, or does any player exploring the island count?

    #17219
    Xerecs
    Moderator

    Is this ship immune to anything that would create fire masts, or do those simply eliminate the masts instead?

    Immune to anything that would create fire masts, from specialists to equipment, breath attacks, and sometimes UT’s. It’s meant to be a “fire-proof” ship.

     

    Does the explore restriction apply only to ships in your own fleet, or does any player exploring the island count?

    Only your own fleet.

     

    What’s your intention on how Black Mark works when built into a ship?    WK never addressed that, because it was only designed for use on crew.     Does it alter the ship’s cost, and how is that counted toward its point limit and/or the build total?

    I’m not totally sure how it would work, especially with the point cost changing. The Keyword would likely need to either be re-worded or modified, or a new keyword to address what happens and cover any potential problems.

    #17220
    Woelf
    Moderator

    I’m not totally sure how it would work, especially with the point cost changing. The Keyword would likely need to either be re-worded or modified, or a new keyword to address what happens and cover any potential problems.

    Renaming it wouldn’t hurt, just to avoid any confusion with the crew version.   “Black Sails”, or “Marked”, or something else that’s Cursed-themed while keeping a vaguely similar name would be good.

    For the effect itself, it would be consistent with the original BM to have it cost the same against the build total, but if you activated the keyword its own point limit would be reduced by 1 or 2.

    #17221
    Xerecs
    Moderator

    Daily customs continue, two more for the Nexus Alliance!

     

    Assembly I
    Nexus Alliance
    Points: 9
    Masts: 4
    Cannons: 2L-4S-4S-2L
    Cargo: 6
    Movement: S
    Ability: This ship cannot carry crew. This ship gets -1 to her cannon rolls when carrying treasure.

    Flavor: The first of a new fleet of treasure ships, the Assembly 1 was built solely with the acquisition of goods in mind. As a result, there is almost no room for her crew.

     

    Rudder Bump
    Nexus Alliance
    Points: 16
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 3
    Movement: L
    Ability: Clipper Ship.

    Flavor: Often confused for the Rudderdent, the Rudder Bump is one of many ships that transports raw materials to the various Alliance shipyards and colonies.

     

    Keywords
    Clipper Ship: This ship’s movement is measured from bow to stern.

    #17222
    Xerecs
    Moderator

    Closing out this cycle with two more for the Nexus Alliance, daily customs will resume with some Englishmen on Tuesday!

     

    Bilge
    Nexus Alliance
    Points: 19
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 7
    Movement: S
    Ability: Pirate crew may use their abilities on this ship.  If this ship is within S of both a wild island and a friendly ship, she can place one treasure from that wild island on that ship as a free action.

    Flavor: The Bilge traces her history to the beginning of the Alliance and before as one of the ships part of Harlan Storm’s pirate group. The life of piracy may be long behind this crew, but their habit of finding and then burying treasure is not.

     

    Roberta’s Folly
    Nexus Alliance
    Points: 17
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 5
    Movement: S
    Ability: Schooner.Once per turn this ship may randomly trade one treasure with an enemy ship within L. This ship cannot be shot at while docked.

    Flavor: Former Spanish merchants, the crew of Roberta’s Folly have traveled across the entire Nexus, and beyond. Their travels have taught them how to get their hands on valuable goods, and how to keep their ship safe, even when in port.

    #17223
    Woelf
    Moderator

    Assembly I
    Nexus Alliance
    Points: 9
    Masts: 4
    Cannons: 2L-4S-4S-2L
    Cargo: 6
    Movement: S
    Ability: This ship cannot carry crew. This ship gets -1 to her cannon rolls when carrying treasure.

    Does this ship have some secret, or at least non-obvious intended purpose?    It’s very inexpensive for a 4-mast ship, especially one with 6 cargo, but the base move of S with no good options to increase that really kills any usefulness for it.    You could speed it up a little bit with things like trade currents or an external “any ship two actions” ability, but that only gets it up to where countless other ships in the same point range start.   The cannons are okay, but with no captain and limited options (equipment only) to improve firepower, it’s not going to be particularly useful in combat either.

    I love seeing custom ships with strange abilities or weird niche roles, but I’m struggling to come up with a good use for this one.

    #17224
    Xerecs
    Moderator

    Does this ship have some secret, or at least non-obvious intended purpose?

    Not really, I’ve envisioned it as an empty gold ship for use in larger games or campaigns. I may expand upon it in a latter set with an Assembly 2, 3, 4, and so on.

    #17225
    Woelf
    Moderator

    Not really, I’ve envisioned it as an empty gold ship for use in larger games or campaigns. I may expand upon it in a latter set with an Assembly 2, 3, 4, and so on.

    Some sort of ship synergy effect could be cool.   Like links, but ship-to-ship instead of through crew.  They might all be kinda crappy individually, but when you have a set of them together in a fleet they all get significantly boosted stats.

    #17226
    Xerecs
    Moderator

    Some sort of ship synergy effect could be cool.   Like links, but ship-to-ship instead of through crew.  They might all be kinda crappy individually, but when you have a set of them together in a fleet they all get significantly boosted stats.

    Interesting, I like that. I don’t know if I’ll be able to implement that into Farthest Shore, but I should be able to do something like for the next set.

    #17354
    Xerecs
    Moderator

    Been a bit longer than I anticipated or intended, but we return with daily customs! Continuing in the Farthest Shore we go to the English for our next few:

     

    HMS Orient
    English
    Points: 22
    Masts: 4
    Cannons: 4S-3S-3S-4S
    Cargo: 5
    Movement: S+S
    Ability: Dories. This ship gets +1 to Blood Island and Mysterious Island rolls.

    Link: Sam “Thunder” Grant

    Flavor: The Orient was converted from a merchant vessel to the specifications of Sam ‘Thunder’ Grant. With Thunder and his cadre of adventurers manning her, the Orient is set to circumnavigate the globe, and bring any strange treasures back to the Crown.

     

    Sam “Thunder” Grant
    English
    Points: 7
    Ability: Guardian. Explorer. Captain. Musketeer.

    Link: Henry Cane; HMS Orient

    Flavor: Sam Grant, “Thunder” to his acquaintances, is an explorer and adventurer renowned for his numerous treasure hunts into East Asia. With the race to the uncharted corners of the world beginning, the Crown has ensured Grant’s loyalty by offering to wipe clean his less than stellar history.

     

    Henry Cane
    English
    Points: 5
    Ability: Helmsman. This ship ignores terrain when given a move action.

    Link: Sam “Thunder” Grant

    Flavor: Thunder’s closest friend, Henry Cane has accompanied him on almost all of his adventures. New to the sea, Cane is adapting quickly to life on the waves.

     

    Guardian: This piece is linked to all other pieces with this keyword.

    #17356
    Xerecs
    Moderator

    Another linked pair for the Americans!

     

    Star Breaker
    American
    Points: 18
    Masts: 4
    Cannons: 3S-3L-3L-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship eliminates two masts with each hit.

    Link: Captain Damien Hart

    Flavor: The Star Breaker’s bow is adorned with a carving of a three-headed dog, each mouth full of fire at all times. Captain Hart claims it to be a warning to mortal sailors, and an invitation to The Cursed.

     

    Captain Damien Hart
    American
    Points: 7
    Ability: Captain. Fear. Firepot Specialist.

    Link: Star Breaker

    Flavor: Captain Hart delights in setting his enemies’ ships on fire without provocation, or surrender demands. These actions of his have earned him the title of madman to both his enemies and his colleagues.

    #17359
    Xerecs
    Moderator

    Some more pirates from the Farthest Shore!

     

    Stardust
    Pirate
    Points: 12
    Masts: 3
    Cannons: 2S-2L-3S
    Cargo: 4
    Movement: S+S
    Ability: If this ship wins a boarding action, she may take as much treasure from the other ship as she can carry. When this ship hits another ship, you choose which mast is eliminated.

    Flavor: The Stardust has made a name for herself, stealing whole shipments of goods from imperial merchant vessels, without taking the life of a single sailor in the process. Rumors about magic, starlight, and cannons that harness lightning, are exchanged between crews that have encountered the Stardust’s enigmatic captain.

     

    Spider Queen
    Pirate
    Points: 18
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 5
    Movement: S+L
    Ability: Dories. Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn.

    Link: Captain Nathaniel Flint

    Flavor: Flint’s ship seems to appear and vanish at will. One moment it is there in the water, the next it has vanished, leaving only fog behind; and fog brings the Cursed….

     

    Captain Nathaniel Flint
    Pirate
    Points: 9
    Ability: Captain. Secret Hold. This ship gets +1 to her cannon rolls against ships that are carrying gold.

    Flavor: Like a dog hunting for a mark, Nathaniel Flint can smell gold. His knack and ability to find laden ships is legendary, and his greed is matched only by his bloodlust.

    #17364
    Xerecs
    Moderator

    Two more Cursed ships from Farthest Shore!

     

    Green Hades
    Cursed
    Points: 14
    Masts: 4
    Cannons: 2S-2L-2L-2S
    Cargo: 3
    Movement: S+S
    Ability: Ramming cannot eliminate this ship’s masts.

    Flavor: Built with a strong, sturdy hull, the Green Hades is a fearsome vessel. It is said her captain hangs boarding prisoners from the Hades’ masts with only the greenest of seaweed and kelp from the ocean floor.

     

    Lich King
    Cursed
    Points: 13
    Masts: 3
    Cannons: 3L-3L-3L
    Cargo: 4
    Movement: L
    Ability: Fire Shot. If this ship is assigned crew, she is considered Eternal. When she returns to your home Island after sinking, you must eliminate a crew from her.

    Flavor: TBD

    #17365
    Woelf
    Moderator

    Spider Queen
    Pirate
    Points: 18
    Masts: 3
    Cannons: 2S-3L-2S
    Cargo: 5
    Movement: S+L
    Ability: Dories. Once per turn, this ship may initiate a boarding party from within S away from an enemy ship without ramming. The boarded ship may not use any boarding bonuses. If this ship ends her turn in a fog bank, she may leave from any other fog bank in play on her next turn.

    Captain Nathaniel Flint
    Pirate
    Points: 9
    Ability: Captain. Secret Hold. This ship gets +1 to her cannon rolls against ships that are carrying gold.

    27 points is a lot to put into a 3-masted ship, but you could also do a lot of really fun things with this combo.

    Even without Flint…  Bonny Peel with Calico Cat (SM) would be an absolute terror for any ship that strayed too close to a fog bank.   😀

    #17366
    Xerecs
    Moderator

    27 points is a lot to put into a 3-masted ship, but you could also do a lot of really fun things with this combo.

    Flint is likely coming down to about 7 points, thus reducing the overall point cost of the combo. I’m hesitant to reduce the cost of the Spider Queen if only because she has very good stats and abilities.

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