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Tagged: Custom Ships
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Xerecs.
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November 6, 2023 at 11:28 AM #17449
Xerecs
ModeratorThe 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.
November 6, 2023 at 11:43 AM #17450Xerecs
ModeratorTwo 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.
November 12, 2023 at 12:25 PM #17452Xerecs
ModeratorAfter 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.
November 13, 2023 at 11:57 AM #17453Xerecs
ModeratorWe 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
November 13, 2023 at 6:19 PM #17454Ben
KeymasterCutlass 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.
November 13, 2023 at 6:21 PM #17455Ben
KeymasterHydra 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.
November 14, 2023 at 2:10 PM #17456Xerecs
ModeratorDaily 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.
November 15, 2023 at 10:31 AM #17457Woelf
ModeratorHydra’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?
November 15, 2023 at 11:46 AM #17458Xerecs
ModeratorHydra 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.
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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?
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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.
November 15, 2023 at 1:53 PM #17459Xerecs
ModeratorDaily 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
November 15, 2023 at 3:14 PM #17460Woelf
ModeratorGiven 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).
November 20, 2023 at 1:30 PM #17480Xerecs
ModeratorAnother 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
November 21, 2023 at 1:41 PM #17481Ben
KeymasterBlindside 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)
November 22, 2023 at 3:24 AM #17483Xerecs
ModeratorHow 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.
November 22, 2023 at 1:50 PM #17484Xerecs
ModeratorTwo 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 StoneFlavor: 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 WalkerFlavor: 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, ExplosionFlavor: 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 LightningFlavor: 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.
November 23, 2023 at 9:56 AM #17485Xerecs
ModeratorTwo 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 StoneFlavor: 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 SmithFlavor: 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 WingFlavor: 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.
November 25, 2023 at 12:38 PM #17490Xerecs
ModeratorWe 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 ShardFlavor: 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 FangFlavor: 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.
December 2, 2023 at 12:53 PM #17555Xerecs
ModeratorAnother 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.
December 3, 2023 at 11:34 AM #17556Xerecs
ModeratorTwo 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 RickabyFlavor: 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 MayFlavor: 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.
December 4, 2023 at 2:13 PM #17557Xerecs
ModeratorTwo 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 -
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