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  • #17449
    Xerecs
    Moderator

    The Colina feels expensive for what you get. You have 5 masters from English and America with more cargo hold using the same ability + an Oarsman that still come in cheaper with equivalent or better firepower. 13-14 would be more competitive pricing.

    Hmmm, good point on the cost, even at 13 or 14 she might still be too expensive, given the 2 cargo spaces. I’m going with 12 for now, and same for the Fenix, as without her named crew she’s very underwhelming.

     

    #17450
    Xerecs
    Moderator

    Two more for the Ionics as we approach the end of this cycle of customs!

     

    Terran
    Ionic
    Points: 14
    Masts: 4
    Cannons: 3S-4S-4S-3S
    Cargo: 6
    Movement: S+S
    Ability: This ships crew cannot be eliminated unless she sinks.

    Flavor: TBD

     

    Sekar
    Ionic
    Points: 11
    Masts: 4
    Cannons: 2L-2S-2S-2L
    Cargo: 2
    Movement: L
    Ability: Titan. Friendly ships within S of this titan get -1 to their cannon rolls. This titan gets +1 to her cannon rolls if a captain crew is assigned to it.

    Flavor: Many Ionic sailors believe that Sekar is somehow related to the more famous and beloved Ussal. While the physical resemblance can be seen by anyone, Sekar is far more hostile than Ussal, and has attacked Ionic ships more often than not.

    #17452
    Xerecs
    Moderator

    After a bit of a hiatus, we are back to round out the cycle with some mercenaries!

     

    Hydra
    Mercenary
    Points: 20
    Masts: 4
    Cannons: 3S-3S-3S-3S
    Cargo: 4
    Movement: L
    Ability: Mercenary. When this ship is docked at your home island, you may eliminate one treasure. It becomes a rank 3 cannon that shoots short range and can only be eliminated when the ship sinks. When this ship hits another ship, you may repair a mast on this ship.

    Flavor: TBD

     

    Shadow of Cygnus
    Mercenary
    Points: 13
    Masts: 3
    Cannons: 3S-2L-3S
    Cargo: 4
    Movement: S+S
    Ability: Mercenary. Two hits are required to eliminate one of this ship’s masts.

    Flavor: Painted pure black, with her namesake constellation on her main mast, many sailors don’t realize the Cygnus is there until they see her shadow in the moonlight.

    #17453
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Cutlass
    Nexus Alliance
    Points: 18
    Masts: 3 (A)
    Cannons: 2S-3L-2S
    Cargo: 4
    Movement: S+S
    Ability: This ship ignores defensive abilities of other ships.

    Flavor: Built after the ‘failure’ of the Cleaver, the Cutlass succeeds where the Cleaver failed. Her cannons always seem to find their mark and she has turned away and sunk many a ship.

     

    Hero’s Blade
    Nexus Alliance
    Points: 20
    Masts: 3 (A)
    Cannons: 3S-3S-3S
    Cargo: 6
    Movement: S
    Ability: Once per turn when this ship is given a shoot action, roll a d6. On a 5-6 every ship within S of this ship is struck by lighting, none of the affected ships may use their crew or ship abilities until the beginning of your next turn.

    Flavor: Numerous lighting rods are placed about this ship, both to protect her during storms, but also as an experimental weapon for the Nexus Alliance. Early returns have not yielded any substantial results.

     

    A=Common

    #17454
    Ben
    Keymaster

    Cutlass looks like a good specialty ship.  Defining “defensive abilities” could get a little ugly, especially with the introduction of new custom abilities.  For example, could that ability itself be cancelled?  If not, could the ship’s ability shut down an enemy canceller if the canceller was trying to cancel the ship’s Captain?

    Hero’s Blade seems like a bit of an unwieldy hybrid.  The lightning rod flavor text gave me an idea you may have thought of – perhaps on a 1, the lighting is absorbed into the ship (rather than deflected) and gives it a fire mast.  That might bring the cost down to 15-16 and make it slightly more appealing overall (or less appealing in a CG haha).  Either way, I definitely see some high-value named crew coming aboard her to optimize, especially folks with Reverse Captain and/or Reroll.

    I do wish Wizkids had used different language with similar ability triggers.  I think “when this ship shoots” would be easier to understand, because oftentimes when they say “given a shoot action”, they actually meant to include the free shoot action after moving from Captain.  That distinction could mean a big difference in how often an ability can and would get used.

    #17455
    Ben
    Keymaster

    Hydra is interesting. Cannon ability is too hard to use with Mercenary, but the last ability could allow it to operate at sea for quite some time.

    I think Shadow of Cygnus should be at least 1-2 points higher; it’s probably at least as good as Forward.

    #17456
    Xerecs
    Moderator

    Daily Customs continue, two more for the Nexus Alliance!

     

    Broad Blade
    Nexus Alliance
    Points: 14
    Masts: 3 (A)
    Cannons: 3S-3L-3S
    Cargo: 4
    Movement: L
    Ability: Give this ship a move action, but do not move her. Roll a d6; on a result of 5-6 move every enemy ship within L of this ship S away in a straight line.

    Flavor: The Broad Blade lives up to her name, being almost as wide as she is long.

     

    Barricade
    Nexus Alliance
    Points:
    Masts: 3 (B)
    Cannons: 2L-4S-2L
    Cargo: 3
    Movement: S
    Ability: This ship cannot be shot at by ships within S of her.

    Flavor: Though slow and poorly armed the Barricade is almost always included in any large fleet activities, on account of being used as an actual barricade at sea.

    #17457
    Woelf
    Moderator

    Hydra’s cannon-generating ability will be nearly impossible to use because you’ll need to go out of your way to have a canceller stationed nearby to actually dock the ship.

    It is absolutely a combo I could see WK putting together, requiring a complex explanation or even an exception for it carved out in the PC, like putting Broadsides Attack on a schooner (pre-redesign), or Eternal on a sea creature.

    Cutlass looks like a good specialty ship.  Defining “defensive abilities” could get a little ugly, especially with the introduction of new custom abilities.  For example, could that ability itself be cancelled?  If not, could the ship’s ability shut down an enemy canceller if the canceller was trying to cancel the ship’s Captain?

    I agree, the term “defensive abilities” is too generic and would need to be very clearly defined somewhere.

    “Two hits to eliminate a mast”, “ignores the first hit”, can’t be shot within S, or things like turtle shell panels and outriggers are obvious enough, but there are lots of others out there that would rely heavily on interpretation.   Cancelers can be used defensively, but aren’t strictly defensive.   What about submerged, Ghost Ship, +1 to boarding, Flotilla, Eternal, or even something like Secret Hold?

    #17458
    Xerecs
    Moderator

    Hydra is interesting. Cannon ability is too hard to use with Mercenary, but the last ability could allow it to operate at sea for quite some time.

    —————————————————–

    Hydra’s cannon-generating ability will be nearly impossible to use because you’ll need to go out of your way to have a canceller stationed nearby to actually dock the ship.

     

    Given these, would dropping her point cost from 20 to say….. 17 be ideal? Or would modifying the ability to work while docked at a friendly fort be more interesting?

     

    Cutlass looks like a good specialty ship.  Defining “defensive abilities” could get a little ugly, especially with the introduction of new custom abilities.  For example, could that ability itself be cancelled?  If not, could the ship’s ability shut down an enemy canceller if the canceller was trying to cancel the ship’s Captain?

    —————————————————–

    I agree, the term “defensive abilities” is too generic and would need to be very clearly defined somewhere.

    “Two hits to eliminate a mast”, “ignores the first hit”, can’t be shot within S, or things like turtle shell panels and outriggers are obvious enough, but there are lots of others out there that would rely heavily on interpretation.   Cancelers can be used defensively, but aren’t strictly defensive.   What about submerged, Ghost Ship, +1 to boarding, Flotilla, Eternal, or even something like Secret Hold?

     

    The obvious ones are the ones I envisioned when writing the ability, as-is I think it would allow the Cutlass to target submerged ships, but wouldn’t allow for a boarding against a Ghostly Ship. I’ll likely try and modify the ability, something like: This ship can always eliminate masts from a target.

    #17459
    Xerecs
    Moderator

    Daily Customs continue, with two more for the Nexus Alliance!

     

    Stalwart
    Nexus Alliance
    Points: 11
    Masts: 3 (B)
    Cannons: 2S-4S-2S
    Cargo: 5
    Movement: S+S+S
    Ability: This ship cannot shoot when she carries treasure. This ship gets +S to it’s base move when 4 or more crew are assigned to her.

    Flavor: The Stalwart is often tasked with the transport of raw materials, which leaves little room for her crew to operate her cannons. When not filled to the brim, she is one of the fastest ships the Alliance has.

     

    Blockader
    Nexus Alliance
    Points:
    Masts: 3 (B)
    Cannons: 4S-3L-4S
    Cargo: 5
    Movement: S+L
    Ability: Blockade Runner.

    Flavor: What the Blockader lacks in fire-power, it makes up for in speed and durability. After all, she earned her name for a reason.

     

     

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

    B=Uncommon

    #17460
    Woelf
    Moderator

    Given these, would dropping her point cost from 20 to say….. 17 be ideal? Or would modifying the ability to work while docked at a friendly fort be more interesting?

    Modifying it to be used at a friendly fort would work, and/or you could modify it to work within S of home.

    You should avoid reducing the cost of an item to negate having a “useless” ability, because that can run into issues where players go out of their way to make it useful, and later on it can create problems if used as an example when pricing other stuff (look at how much Fear varies in the later sets).  Even combo discounts should be avoided when possible, because those always make it harder to keep track of the actual cost of an ability.

    The obvious ones are the ones I envisioned when writing the ability, as-is I think it would allow the Cutlass to target submerged ships, but wouldn’t allow for a boarding against a Ghostly Ship. I’ll likely try and modify the ability, something like: This ship can always eliminate masts from a target.

    Something like, “This ship ignores defensive abilities that prevent masts from being eliminated when hit” would let it work against the two masts ability, ignores first hit, turtles, and catamarans, but it wouldn’t work on submerged ships or unshootable within S because those prevent the ship from being targeted in the first place.   You’d have to expand it out to cover those as well, but then you’re running back into the issue above (or overlapping with other, existing abilities like depth charges and cancelers).

    #17480
    Xerecs
    Moderator

    Another small hiatus, and we are back with two more for the Nexus Alliance!

     

    Blindside
    Points: 15
    Masts: 3 (B)
    Cannons: 2S-2L-2S
    Cargo: 5
    Movement: S+S
    Ability: Black Mark. This ship cannot be shot at by ships within S.

    Flavor: Sporting impressive fire-power for her size, the Blindside lives up to her name. Quite literally taking most of her enemies on the blind side.

     

    Highlander
    Points: 10
    Masts: 3 (B)
    Cannons: 3S-2L-3S
    Cargo: 5
    Movement: S+S
    Ability: Explorer.

    Flavor: Not every ship is dedicated to combat or commerce. Some, like the Highlander, are devoted to exploration.

     

    B= Uncommon

    #17481
    Ben
    Keymaster

    Blindside feels too cheap.  How does Black Mark work on a ship?  It’s only worded for crew so I think you’d need to make a new ability.  I think I get the general gist, but would it be mandatory to use it?  (or declare it’s being used from the start of a game)

    #17483
    Xerecs
    Moderator

    How does Black Mark work on a ship?  It’s only worded for crew so I think you’d need to make a new ability.  I think I get the general gist, but would it be mandatory to use it?  (or declare it’s being used from the start of a game)

    Yeah, I need to come up with something, Black Mark was the best option I had at the time and communicated how I wanted the ships to behave. Like actual Black Mark, whatever keyword I eventually come up with it would be optional.

     

    Blindside feels too cheap.

    She might be, I don’t know of too many ships at that size with that ability. The Bonaparte is bigger and faster but with less cargo and worse cannons. Playtesting might help with that one.

    #17484
    Xerecs
    Moderator

    Two more for the Nexus Alliance, and a peek at some more of their crew members!

     

    Treader
    Nexus Alliance
    Points: 14
    Masts: 3
    Cannons: 3S-2L-4S
    Cargo: 2
    Movement: S+L
    Ability: Junk. If this ship is assigned her linked crew, she gets +1 to her cannon and boarding rolls.
    Link: Christopher Stone

    Flavor: One of the first ships made for Christopher Stone, the Treader is designed to take and dish out punishment. Her effectiveness falls off however, when Stone is not on board.

     

    Storm Runner
    Nexus Alliance
    Points: 10
    Masts: 3
    Cannons: 4S-3L-4S
    Cargo: 2
    Movement: S+S+S
    Ability: Junk. Dories. Once per turn, this ship may look at one face-down cargo on any ship.
    Link: Gordon Walker

    Flavor: The Storm Runner was custom built to Gordon Walker’s specifications. His specifications were speed, speed, speed. The Runner is built for speed, but at the cost of her firepower.

     

    Christopher Stone
    Nexus Alliance
    Points: 8
    Ability: Ghost Ship. Doctor. This ship ignores enemy cannon bonuses.
    Link: Treader, Stoneheart, Thunderer, Grand Boulder, Untravelled Path, Explosion

    Flavor: Christopher is steadfast and strong, willing to sacrifice for his friends and family. Many sailors think it fortunate that he counts the men and women he sails with as family.

     

    Gordon Walker
    Nexus Alliance
    Points: 7
    Ability: Helmsman. Gunner.
    Link: Storm Runner, Thunderer, Stormwalker, Desert Lightning

    Flavor: Gordon Walker thinks fast, talks fast, and more or less lives life fast. His hyperactive mind has yielded some of the finest weapons the Nexus Alliance has at their disposal.

     

    Keywords
    Gunner: Once at the beginning of your turn, roll a D6, on a 1-4 this ship’s cannons have L range for this turn, on a 5 or 6 this ships cannons are all 2-rank for this turn.

    Doctor: When another face-up crew on this ship is would be eliminated turn it face down instead.

    #17485
    Xerecs
    Moderator

    Two more for the Alliance!

     

    Stoneheart
    Nexus Alliance
    Points: ?
    Masts: 3
    Cannons: 2S-3S-2S
    Cargo: 2
    Movement: S+S
    Ability: Junk. This ship gets +1 to her ramming rolls. If this ship succeeds at a ram, eliminate an extra mast.
    Link: Christopher Stone

    Flavor: The Stoneheart has been fitted with a stone ram below the waterline at her bow. Her warrior crew are eager and waiting for a chance to use this new feature.

     

    Admiral’s Fist
    Nexus Alliance
    Points: ?
    Masts: 3
    Cannons: 2S-2S-2S
    Cargo: 2
    Movement: L+S
    Ability: Junk. Broadsides Attack.
    Link: Kenneth Smith

    Flavor: Kenneth Smith wanted a ship that was fast, with the firepower of an alliance man of war. The result is the Admiral’s Fist. Frighteningly quick and with ample firepower. Her cargo has suffered as a result of Smith’s insistence’s however.

     

    Kenneth Smith
    Nexus Alliance
    Points: 5
    Ability: This ship gets +1 to her cannon and boarding rolls against non-Nexus Alliance ships. This ship gets +1 to her fire mast rolls.
    Link: Natalie Smith, Admiral’s Fist, Charger, Fireblade, Chaser, Kite, Destiny’s Wing

    Flavor: Kenneth’s fiery temper is always lurking just below his calm demeanor. He often jumps into danger just for the chance to unleash his rage on those who would stand against him and the Nexus.

    #17490
    Xerecs
    Moderator

    We close out this cycle with two more for the Alliance!

     

    Thunderer
    Nexus Alliance
    Points: 12
    Masts: 3
    Cannons: 3L-3L-3L
    Cargo: 3
    Movement: L
    Ability: Junk. This ship gets +1 to her cannon rolls against any non-Alliance ship.
    Link: Gordon Walker, Christopher Stone

    Flavor: The Thunderer was commissioned by Sensei Wu for both Gordon Walker and Christopher Stone. The sensei assigned both of them to the ship in an attempt to stop the bickering and arguing between the two.

     

    Ajin
    Nexus Alliance
    Points: 11
    Masts: 3
    Cannons: 4S-3S-4S
    Cargo: 4
    Movement: S+S
    Ability: Junk. This ship may look at one face-down treasure on any wild island. This ship gets +L to her base move if a shipwright crew is assigned to her.
    Link: Zachariah Shard

    Flavor: Though it was not built for him, the Ajin is often associated with Zachariah Shard. When he is not commanding the vessel, the Ajin is used as an advanced scout ship, to better understand the Nexus Archipelago.

     

    Zachariah Shard
    Nexus Alliance
    Points: 6
    Ability: Chainshot Specialist. This ship may look at all face-down coins on enemy ships within S.
    Link: Ajin, Ice Tumbler, Shuri, Ice Fang

    Flavor: Much like Bill Wrath, Zachariah has consumed elixirs and potions in attempts to remove all emotions from himself. Thankfully for his few friends he has not succeeded greatly.

    #17555
    Xerecs
    Moderator

    Another brief hiatus, but we are back with two more for the English from Farthest Shore!

     

    HMS Kaiber
    English
    Points: 16
    Masts: 3 (A)
    Cannons: 4S-3L-4S
    Cargo: 3
    Movement: S+S
    Ability: Each time this ship is hit, roll a d6. On a 5-6, eliminate a mast from the attacking ship.

    Flavor: The Kaiber carries more gunpowder than any other ship in the fleet. To fire on her is to take your own life in you hands, since that much powder would surely mean your own destruction as well.

     

    HMS Daybreak
    Points: 15
    Masts: 3(A)
    Cannons: 2S-2L-2S
    Cargo: 4
    Movement: S+S
    Ability: Blockade Runner. Once per turn this ship can randomly take one treasure from any ship she touches.

    Flavor: The Daybreak is used to transport valuable goods and treasures that are coveted by others. Her hull and masts have been reinforced so she can literally sail though ships.

     

    A=Common

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

    #17556
    Xerecs
    Moderator

    Two more for the Americans from Farthest Shore!

     

    Misty May
    American
    Points: 13
    Masts: 3 (A)
    Cannons: 4S-3L-4S
    Cargo: 6
    Movement: L
    Ability: Dories. Secret Hold.
    Link: Roark Rickaby

    Flavor: By all outward appearances, the Misty May is a respectable merchant ship. However, she is the flagship of Roark Rickaby’s smuggling fleet, and often carries illegal goods up and down the American coast.

     

    Titan’s Folly
    American
    Points: 12
    Masts: 3
    Cannons: 3S-2L-3S
    Cargo: 3
    Movement: L
    Ability: Schooner. Cursed pieces get -1 to their cannon and gun rolls against this ship. Cursed crew may use their abilities on this ship.

    Flavor: The Titan’s Folly was built with the bones of ancient sea monsters, and her crew were extensively trained to hunt the Cursed and their monstrous minions. However, the construction of the ship has encouraged more than one Cursed soul to serve on the Folly.

     

    Roark Rickaby
    American
    Points: 6
    Ability: Loyal: America. Pick any one crew worth three points or fewer currently in play. This crew may use that crew’s ability for this turn. You may pick a different ability each turn.
    Link: Misty May

    Flavor: No one is sure if Roark is a genius or some kind of insane. He lords over the largest smuggling fleet this side of the Atlantic, and is just enough of a patriot to fly the stars and stripes.

    #17557
    Xerecs
    Moderator

    Two more Pirates for the Farthest Shore, we’re nearing the end of their ship line up will be starting on crew soon!

     

    Desire
    Pirate
    Points: 9
    Masts: 3 (A)
    Cannons: 2S-3L-4S
    Cargo: 4
    Movement: L
    Ability: This ship’s crew cannot be eliminated unless she sinks.

    Flavor: The men who serve aboard the Desire have sold their souls to her captain, in exchange for untold riches. So strong is their greed, that they still believe their captain intends to pay and release them.

     

    Sabor
    Pirate
    Points: 8
    Masts: 2 (B)
    Cannons: 2S-2S
    Cargo: 1
    Movement: S+L
    Ability: This ship gets +1 to her boarding rolls.

    Flavor: In the hands of masters, Sabor is a deadly vessel, capable of quickly striking and incapacitating even the toughest of imperial cargo ships.

     

    A=Common
    B=Uncommon

    #17558
    Xerecs
    Moderator

    Two more for the Cursed from Farthest Shore!

     

    Dihnet
    Cursed
    Points: 14
    Masts: 3
    Cannons: 2L-2L-2L
    Cargo: 3
    Movement: L
    Ability: After this ship completes a shoot action, any enemy ship within S is moved L away from this ship.

    Flavor: TBD

     

    Ribspreader
    Cursed
    Points: 7
    Masts: 2 (B)
    Cannons: 3S-3S
    Cargo: 4
    Movement: S
    Ability: Equipment do not take up point space on this ship.

    Flavor: Baron Typhonus uses the Ribspreader to hide and store stolen weaponry.

     

    B= Uncommon

    #17559
    Xerecs
    Moderator

    Hoist the tri-color, two more for the French from Farthest Shore!

     

    Daaé
    French
    Points: 9
    Masts: 3 (A)
    Cannons: 3S-4L-3S
    Cargo: 4
    Movement: S+S
    Ability: Parley. Oarsman.

    Flavor:  A private ship owned by the Vicomte, Raoul de Leroux, the Daaé was named in honor of the woman he’d loved.

     

    Cyrano
    French
    Points: 12
    Masts: 3 (A)
    Cannons: 2S-3S-2S
    Cargo: 3
    Movement: S+S
    Ability: This ship gets plus one to her cannon rolls against any non-French ship. This ship ignores the first hit she takes each turn.

    Flavor: A strong and sturdy ship, the Cyrano is one of the toughest vessels under control of the French Navy, even though her humble crew often underplay their own genius tactics and heroic deeds.

    #17562
    Xerecs
    Moderator

    Two more Spaniards from the Farthest Shore!

     

    Corazón de Invierno
    Spanish
    Points: 12
    Masts: 3 (B)
    Cannons: 4L-3S-3L
    Cargo: 7
    Movement: L
    Ability: Blockade Runner. Enemy ships get +1 to their cannon rolls against this ship.

    Flavor: Built tough, to withstand icy weather, the Winter’s Heart will likely receive her first test against cannons when she begins delivering trade goods to Spanish naval ports on the borders of the Farthest Shore.

     

    El Salmón
    Spanish
    Points: 9
    Masts: 3 (A)
    Cannons: 3S-4L-3S
    Cargo: 6
    Movement: S+S
    Ability: (none)

    Flavor: El Salmón was just a merchant fishing vessel when the race to the Farthest Shore began. Her captain volunteered to join the Spanish fleet and she’s been carrying goods to and from Naval outposts ever since.

     

    A=Common
    B=Uncommon

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

    #17563
    Xerecs
    Moderator

    Two more Ionics from the Farthest Shore!

     

    Sea King
    Ionic
    Points:12
    Masts: 3
    Cannons: 3S-4L-3S
    Cargo: 3
    Movement: L
    Ability: Submarine. This ship may shoot at submerged targets.

    Flavor: TBD

     

    Razorfish
    Ionic
    Points: 20
    Masts: 3
    Cannons: 3S-4S-3S
    Cargo: 4
    Movement: L
    Ability: Submarine. This ship may eliminate up to two masts on a successful ram. If this ship touches another ship, eliminate one cargo from that ship.

    Flavor: The Rrazorfish was designed with large ‘razors’ protruding from her hull. These blades are exceptionally sharp and allow the Razorfish to severely damage any ship she comes into contact with.

    #17564
    Xerecs
    Moderator

    First draft of a new keyword:

    Black Totem
    This ship may begin the game as a member of the Cursed nation instead of its own. If it does, change its flag to Cursed during set-up; it is now a member of the Cursed nation (any crew aboard the ship retain their original nationalities). If Cursed the rank of each of this ships cannons is increased by 1.

    I’m intending this to be a ship equivalent of the Black Mark keyword.

    #17565
    Woelf
    Moderator

    Black Totem
    This ship may begin the game as a member of the Cursed nation instead of its own. If it does, change its flag to Cursed during set-up; it is now a member of the Cursed nation (any crew aboard the ship retain their original nationalities). If Cursed the rank of each of this ships cannons is increased by 1.

    The cannon penalty seems pretty harsh, especially if this appears on a larger ship.

    Replacing that with “If Cursed, the point limit for cargo on this ship is reduced by 1.” would make it a much more direct analog for the original Black Mark.  The ship allowing one less point of space is the functional equivalent of a BM crew needing one extra.

    #17567
    Xerecs
    Moderator

    Replacing that with “If Cursed, the point limit for cargo on this ship is reduced by 1.” would make it a much more direct analog for the original Black Mark.  The ship allowing one less point of space is the functional equivalent of a BM crew needing one extra.

     

    Something like this?

    Black Totem v.2
    This ship may begin the game as a member of the Cursed nation instead of its own. If it does, change its flag to Cursed during set-up; it is now a member of the Cursed nation (any crew aboard the ship retain their original nationalities). If Cursed, the point limit for cargo on this ship is reduced by 1.

    #17568
    Xerecs
    Moderator

    Two more for the Mercenaries from Farthest Shore!

     

    Xibalba
    Mercenary
    Points: 15
    Masts: 3 (A)
    Cannons: 2S-2S-2S
    Cargo: 3
    Movement: S+L
    Ability: Mercenary. Fear.

    Flavor: The sailors who crew the Xibalba know one universal fact about mankind. When something is named after a God of Death or their domain, people come to fear what it is capable of.

     

    Ghillig
    Mercenary
    Points: 12
    Masts: 3 (A)
    Cannons: 2S-3L-2S
    Cargo: 4
    Movement: L
    Ability: Mercenary. Once per turn, this ship may shoot an exploding shot from one of her cannons. Exploding Shot rules apply.

    Flavor: The Ghillig’s crew has made a name for their ship by adhering to what her captain calls his “Scorched Sea” strategy: Give no quarter, and leave no ship unburned.

    #17571
    Xerecs
    Moderator

    We return to the Nexus Alliance for the next cycle!

     

    Charger
    Nexus Alliance
    Points: 7
    Masts: 3
    Cannons: 3S-3L-3S
    Cargo: 3
    Movement: L+S
    Ability: Junk. Forts cannot hit this ship. This ship gets -1 to her cannon rolls when her linked crew is assigned to her.
    Link: Kenneth Smith

    Flavor: The regular sailors that man this ship take great comfort in the fact that Kenneth Smith is often not onboard. Smith’s fickle attitude and lackadaisical captaining often lead to poor handling.

     

    Stormwalker
    Nexus Alliance
    Points: 11
    Masts: 3
    Cannons: 2L-3S-4L
    Cargo: 4
    Movement: L
    Ability: Junk. Ghost Ship. If this ship begins her turn within S of a Fog Bank, she gets +L to her base move for this turn.
    Link: Gordon Walker

    Flavor: The Stormwalker is full of Gordon Walker’s prototype small arms designs, along with  several other strange devices. Several attempts have been made by the Cursed to capture this ship, all so far unsuccessful.

    #17574
    Xerecs
    Moderator

    I got chewed up by life for a couple days, but we are back with the next two ships for the Alliance in Farthest Shore!

     

    Grand Boulder
    Nexus Alliance
    Points: 18
    Masts: 3
    Cannons: 2L-2S-3L
    Cargo: 3
    Movement: S+L
    Ability: Junk. Repeating Guns. This ship gets +1 to her cannon rolls against Mercenary ships.
    Link: Christopher Stone

    Flavor: Another of Stone’s ships, the Grand Boulder is fitted with several anchors, to literally anchor her in place. This stability allows her cannons to be fired with much more accuracy and speed.

     

    Grand Jungle
    Nexus Alliance
    Points: 4
    Masts: 3
    Cannons: 3S-3S-3S
    Cargo: 2
    Movement: S
    Ability: Junk. This ship ignores Sargasso Sea terrain.
    Link: Lloyd Montgomery

    Flavor: The Grand Jungle has a surprisingly deep draft for a ship her size, allowing her to sail unimpeded through the various seaweeds and kelp forests in the Nexus Archipelago.

     

     

    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.

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