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  • #17855
    Robert Black
    Participant

    Why a ? for the Cecil’s Point cost, if I might ask

    #17856
    Robert Black
    Participant

    Adding some more ships. Since the series I’m drawing from is primarily focused on the Royal Navy, expect a lot of British ships
    —-
    Ships

    HMS Polycrest
    Faction: England
    Rarity: UC
    Type: Ship
    Point Value: 8
    Number of Masts: 2
    Cargo Space: 2
    Base Move: S
    Cannons: 5L, 4S
    Ability: L-Range cannons cannot hit this ship

    Bellone
    Faction: France
    Rarity: C
    Type: Ship
    Point Value: 11
    Number of Masts: 2
    Cargo Space: 3
    Base Move: L+S
    Cannons: 3S, 3S
    Ability: Schooner. If this ship wins a boarding party, she may take as much treasure from the enemy ship as she can carry.

    HMS Leopard
    Faction: England
    Rarity: UC
    Type: Ship
    Points Value: 13
    Number of Masts: 4
    Cargo Space: 4
    Base Move: L
    Cannons: 4S, 2L, 2L, 4S
    Ability: If this ship has a captain crew, she gets +1 to her cannon rolls.

    HMS Lively
    Faction: England
    Rarity: C
    Type: Ship
    Points Value: 10
    Number of Masts: 3
    Cargo Space:3
    Base Move: S+S
    Cannons: 3S, 3S, 3S
    Ability: Schooner This ship may dock at an enemy Home Island and load one treasure. If able, she must leave on your next turn.

    Marengo
    Faction: France
    Rarity: R
    Type: Ship
    Points Value: 18
    Number of Masts: 5
    Cargo Space: 3
    Base Move: L
    Cannons: 3S, 2S, 2L, 2S, 3S
    Ability: Once at the beginning of each of your turns, roll a d6. On a result of 6, one ship in your fleet may be given two actions this turn.

    HMS Boadicea
    Faction: England
    Rarity: C
    Type: Ship
    Points Value: 10
    Number of Masts: 3
    Cargo Space:2
    Base Move: L
    Cannons: 3S, 3L, 3L
    Ability: Forts cannot hit this ship.

    HMS Worcester
    Faction: England
    Rarity: R
    Type: Ship
    Points Value: 10
    Number of Masts: 5
    Cargo Space: 4
    Base Move: L
    Cannons: 4S, 3S, 3S, 3S, 4S
    Ability: Eliminate one of this ship’s mast if she rolls a 1 on any cannon roll

    HMS Surprise
    Faction: England
    Rarity: UC
    Type: Ship
    Points Value: 14
    Number of Masts: 3
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3S, 2L, 3S
    Ability: When this ship hit another ship, you choose which mast is eliminated.
    Link: Captain Jack Aubrey, Dr. Stephen Maturin
    —-
    Crew
    Captain Jack Aubrey
    Faction: England
    Rarity: R
    Type: Crew
    Points Value: 6
    Ability: Loyal: England. Hostile: France. Captain. Before you give this ship an action, roll a d6. On a result of a 5 or 6, this ship may be given the same action twice.
    Link: Dr. Stephen Maturin, HMS Surprise

    Dr. Stephen Maturin
    Faction: England
    Rarity: R
    Type: Crew
    Points Value: 5
    Ability: Explorer When another face up crew on this ship would be eliminated, turn it face down instead.
    Link: Captain Jack Aubrey, HMS Surprise
    —-

    Points costs for this are probably going to be all over the board and mainly speculation, but at the very least I can give some explanation.

    I tried to make the Polychrest “bad” because in the books she is very bad- handles poorly, leaky, has a weird design meant to compensate for a rocket weapon that never got off the drawing board. Her only claim to fame is running around beneath some French batteries and getting pummeled long enough for the heroes to steal a French ship and escape. I’d compare her to the Dark Fox from DJC, but Dark Fox has some speed while Polychrest does not. This being said, her point cost could be lower and I couldn’t really find a special ability that fit her (I thought of Forts cannot hit this ship, but they clearly did hit the Polychrest after she ran aground).

    Bellone plays a minor role in book 2 of the Aubrey-Maturin series as a French Privateer that briefly captures the two on their way back to England before being overtaken by a British squadron. Gold Capture would probably fit the narrative better, but I thought it would drive the point cost way higher than a 2 master should probably be at, so I chose the hoarding gold ability instead.

    Lively gets the HI Raider ability based on her brief role in Book 3 when she is used to launch a raid on a French base to rescue Stephen from French torturers. Other than that she’s not a particularly remarkable frigate in the series.

    Leopard is based off the historical HMS Leopard (the ship that caused the Leopard-Chesapeake Incident for those familiar with their history). Both historically and in the series she was getting long in the tooth and no longer fit for the line of battle, earning her the nickname “horrible old Leopard” in the latter. Still, she has some merit in there, so crewed right she is an average ship for her class.

    Marengo is the leading ship of a French squadron in the third book, a big 74-gun ship of the line comparable some of the other 5-mast ships in game. The heroes fight her in the much smaller Surprise and only manage to win when an Indiaman flanks the Marengo and chases her off. I gave her the Admiral ability because it felt fitting for a ship in command of a squadron of other ships to be able to direct them properly even from afar.

    HMS Boadicea was in charge of a squadron tasked with taking Mauritius from the French in Book 4. While she doesn’t engage any shore batteries, I figured if the plot is about taking an island, the ship in-game might as well have an ability to reflect that (based off the Boston from PotRV)

    HMS Worcester is another 74-gun ship of the line, but she was built at bottom dollar by a corrupt and dishonest shipyard. She ends up nearly breaking apart in a storm and limps back to port for scrapping- since Pirates doesn’t have weather conditions outside of events, having Worcester risk shooting herself to pieces felt somewhat fitting.

    Finally, there’s Surprise and our two leads. Surprise is basically the poster child of the series- an aging but still effective frigate that is beloved by her captain and crew and has proven herself time and again against tall odds. She has a decent battery of guns and a good string of luck, so I wanted to reflect that in her design and how she plays with the crew. Jack Aubrey himself is the quintessential British captain- loyal to the Crown and a charismatic leader of men, though sometimes dense and terrible with money and remaining faithful to his wife. Stephen Maturin is also an expert in his trade, being a trained physician and naturalist rather than just someone who’s handy with a saw, and the two have a very close friendship that seems them through a decade and a half’s worth of adventures (pretty much every English ship I’ve listed here they served on at some point in the series). They’re linked to Surprise since, again, that’s the ship they’ve spent the most time on and it’s the most well remembered ship in the books.

    Edited for adjusted points

     

    #17860
    Xerecs
    Moderator

    Why a ? for the Cecil’s Point cost, if I might ask

    I wasn’t sure what the point cost would be when I first made the ship and posted it. It’s a novel ability and the ship has decent stats outside of her ability, which I envisioned coming up more often than it likely will. For now she’s got a point cost of 8 in my spreadsheet for the set.

    I quite like all of the ships you posted, they seem interesting and costed more or less accurately, except for the Surprise. I feel she could come down a few points, but I think you’ve got her that high so the linked pair can be assigned to the ship, correct? Speaking of them, you can probably lower Stephen’s point cost to 5 instead of 6. 5 is what WK put his second ability at, but its mostly agreed to be overpriced.

    —————————————————————

    This cycle of the Farthest Shore comes to a close, after these the Nexus Alliance only has 25 more regular ships left before we hit their crew!

     

    Dominique
    Nexus Alliance
    Points: 9
    Masts: 2
    Cannons: 5S-4S
    Cargo: 6
    Movement: S
    Ability: Any treasure this ship unloads is worth -1 gold.

    Flavor: A gaggle of Dr. Overtons followers man this ship. A stranger collection of sailors, architects and inventors has never before been seen. Their general lack of nautical knowledge often makes them inefficient.

     

    Fermez la Bouche
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 4S-4S
    Cargo: 5
    Movement: S
    Ability: This ship gets +L to her base move if she has all of her masts. Pirate crew may use their abilities on this ship.

    Flavor: The sailors and crew of the Fermez embrace the phrase their ship is named after. They rarely talk to men outside of their crew and conduct their business as quickly and quietly as possible.

    #17862
    Robert Black
    Participant

    Yes, that is exactly why I have the Surprise as high as she is- it would also leave some room for a generic crewman to help make the Surprise a little more effective in whatever role she’s placed in, though adjusting down I could probably take her to 13 points instead of 14.

    #17866
    Xerecs
    Moderator

    We move to a new cycle and begin with the English! We’ve seen all of their regular ships, now onto their crew and fort!

     

    Port Montressor
    Points: 4
    Flags: 4
    Cannons: 3S-3S-3L-3L
    Ability: Once per turn, each friendly ship docked at this fort may transfer cargo to another friendly ship at this fort, as a free action.

    Flavor: Situated on a vital trade route to the Farthest Shore, Port Montressor began as a simple trading outpost, but has become the foremost naval base for the royal navy for operations in the Farthest Shore.

     

    Dr. Charles Kilroy
    English
    Points: 4
    Ability: Crew of any nationality may use their abilities on this ship. Crew placed on this ship do not take up any cargo space.

    Flavor: When Thunder needs a question answered, he comes to Charles Kilroy. Dr. Kilroy knows more about treasure hunting than most, and has connections and sources across the globe.

     

    Gail Storm
    English
    Points: 7
    Ability: 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. This ship gets plus one to her cannon rolls against any ship of a different nationality.

    Flavor: Gail ran away from home, pretended to be a man and wound up in the Navy. Her deception was perfect until she was uncovered by Thunder. Instead of turning her in, Thunder made her one of his most trusted friends and officers on his ship.

    #17869
    Woelf
    Moderator

    Dominique
    Ability: Any treasure this ship unloads is worth -1 gold.

    Does this apply when it unloads anytime and anywhere, or only specifically at home islands?   As written it’s in effect at all times, which adds complexity to boarding and such.

    Dr. Charles Kilroy
    English
    Points: 4
    Ability: Crew of any nationality may use their abilities on this ship. Crew placed on this ship do not take up any cargo space.

    This point cost seems low by several points.   The “any nationality” ability is 3 on its own, and the no-cargo ability is essentially giving you multiple extra spaces depending on the ship, which definitely costs more than just a single point even if you add a negative or limiting aspect.  Compare it to Master Bianco (net +1 space) who costs 3 points, and Akua Lapu which restricts the total number of crew.

    #17873
    Robert Black
    Participant

    Thinking up a few more ships
    HMS Shannon
    Faction: England
    Rarity: UC
    Type: Ship
    Points Value: 14
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3S, 2L, 2L, 3S
    Ability: Schooner. Once per turn, one of this ship’s cannons may shoot again if it misses.

    USS Norfolk
    Faction: America
    Rarity: C
    Type: Ship
    Points Value: 10
    Number of Masts: 3
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3S, 3S, 3L
    Ability: Schooner.

    HMS Java
    Faction: England
    Rarity: C
    Type: Ship
    Points Value: 10
    Number of Masts: 3
    Cargo Space: 3
    Base Move: L
    Cannons: 3S, 3L, 3S
    Ability: This ship cannot be sunk, but she can be scuttled.

    USS Chesapeake
    Faction: America
    Rarity: C
    Type: Ship
    Points Value: 10
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 2S, 3L, 2S
    Ability: Schooner. English Ships get +1 to their cannon rolls against this ship.
    —-
    Of the four ships here, Norfolk is the only fictional one- she’s based off the historical USS Essex, which raided British whaling vessels in the Pacific until her capture by HMS Phoebe in action off Valparaiso, Chile. Norfolk, in the Aubrey Maturin series, has a less glamorous end when she’s wrecked in a storm off the Galapagos Islands (she was replaced by the Acheron in the movie), so since no real test of her crew’s skill or armament was made I tried to make her stats fairly average (though a bit faster than most, compare the Boston from RV.

    Chesapeake here is meant to bring her in line with the historical USS Chesapeake (though the RV one is quite good). Unfortunately, Historical Chesapeake had an unfortunate career of being bullied by the British, first being bombarded by HMS Leopard in the Chesapeake-Leopard incident that almost sparked the War of 1812 early and then being captured by HMS Shannon in an attempted sortie. Shannon here is probably a bit upsized (she and Chesapeake were about evenly matched in terms of firepower and displacement), but I’ve already done a lot of British 3-masters so I decided to diversify with a 4-Mast schooner. I gave her the Cannoneer to signify her skilled and well trained gunners, which certainly didn’t help Chesapeake during their encounter.

    On the subject of 3 mast British ships, we have HMS Java, another victim of USS Constitution during the War of 1812. She gave good account for herself despite being outgunned and most of her crew being inexperienced greenhorns- one incident (recounted in the sixth book of the Aubrey-Maturin series, with the two bearing witness as passengers) sees Constitution dead to rights with a stern rake but Java’s crew forgot to reload the cannons on that side. Ultimately Java was defeated and scuttled by the Americans, though it took some time to assess the full extent of her damage before the call was made.

    #17874
    Xerecs
    Moderator

    Does this apply when it unloads anytime and anywhere, or only specifically at home islands?   As written it’s in effect at all times, which adds complexity to boarding and such.

    Should only apply at home islands, I’ll modify the text.

     

    This point cost seems low by several points.

    I noticed that as well, I’m not sure how/why he was so low. I’m thinking 6-7 would be better or more in line.

    @ Robert Black,

    Those seem like some good ships for the English and Americans!

    ————————————————————————

    Seems I made an error in one of the last cycles, today we have the final ship for the Americans and two of their crew!

     

    USS Brave
    American
    Points: 4
    Masts: 1
    Cannon: 2S
    Cargo: 2
    Movement: S+S
    Ability: You may double the range of this ship’s cannons each turn, but you must roll a 6  to hit.

    Flavor: TBD

     

    Brent Richards
    American
    Points: 7
    Ability: Ex-Patriot. Marine. This crew gets  +1 to its gun rolls against Cursed targets.

    Flavor: Brent Richards’ solution to every problem he has faced: Shoot first, shoot some more, and then shoot even more. His experiences and run-ins with The Cursed have given him a deep hatred of all things undead, or that go bump in the night.

     

    Helena Skvalling
    American
    Points: 5
    Ability: Crew of any nationality may use their abilities on this ship. Musketeer.

    Flavor: Helena Skvalling met Jacob Raines in a Boston dive, when he challenged the entire bar to a duel, and Helena was the only one to beat him. Since then she has joined him on numerous exploits and misadventures, oftentimes saving the brash and reckless Raines.

    #17882
    Xerecs
    Moderator

    The cycle continues with the last three regular crew for the Pirates! After today all of their regular ships and crew have been seen!

     

    Beni Gabor
    Pirate
    Points: 6
    Ability: Black Mark. Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship has one extra cargo space that can only be taken up by gold.

    Flavor: Greed and cowardice make for a terrible combination. There is nothing Beni will not do to try and get rich quick.

     

    James Hawkins
    Pirate
    Points: 5
    Ability: Parley. This ship’s crew cannot be eliminated unless she sinks.

    Flavor: Bored with life on land, James Hawkins took to the seas for adventure. What he got was more of the same monotony that plagued him on land. Nonetheless, he is able to diffuse tense situations and keep the rest of his mates safe on the seas.

     

    Mr. Scrupe
    Pirate
    Points: 5
    Ability: Once per turn, you may eliminate one of this ship’s crew to give her an extra action. This ship gets +1 to boarding rolls.

    Flavor: Scrupe lives for the fight. He enjoys chaotic and violent boarding actions in particular, not caring if the men dying are his or the enemy’s.

    #17887
    Xerecs
    Moderator

    The Cycle continues and we move to the Cursed, seeing their first crew from the Farthest Shore!

     

    Seibatsu
    Cursed
    Points: 5
    Ability: Captain. This ship gets +1 to her cannon rolls against Nexus Alliance ships.
    Link: Kikin, Ikusa, Shi

    Flavor: It’s unclear how Typhonus was able to summon Seibatsu and his other “horsemen”. All that is known is that he has unleashed their rage on the Alliance and the greater world.

     

    Ikusa
    Cursed
    Points: 8
    Ability: This ship gets +3 to its cannon rolls against ships within S of it.
    Link: Kikin, Shi, Seibatsu

    Flavor: Ships within close range of Ikusa rarely survive their encounter with his ship. It is fortunate that his strange ways with cannons does not seem to work at range.

     

    Kikin
    Cursed
    Points: 6
    Ability: You own any derelict this ship explores; both ships become docked at your home island.
    Link: Shi, Ikusa, Seibatsu

    Flavor: While his fellow “horsemen” prefer to destroy ships, Kikin prefers to collect them. It is rumored that every ship he has taken is locked away in a bottle, doomed to an eternity of stormy seas.

     

    Shi
    Cursed
    Points: 14
    Ability: Once per turn when this ship is given a shoot action, roll a d6; on a 5-6 every enemy ship within S of this ship loses a mast and is moved L away from this ship (this ship may make no other attacks).
    Link: Seibatsu, Ikusa, Kikin

    Flavor: Those who have survived encounters with Shi claim that he has some way of moving the air, summoning fierce winds to rip masts off of ships and push them away.

    #17888
    Xerecs
    Moderator

    Two more for the French as the cycle continues!

     

    Le Roi des Mers
    French
    Points: 12
    Masts: 2
    Cannons: 2S-3L
    Cargo: 5
    Movement: L+L
    Ability: You can double the range of this ship’s cannons each turn, but you must roll a 6 to hit. On the turn this ship is pinned, eliminate one crew from the enemy ship.

    Flavor: Inspired by their bourbon cousins, French admiralty has begun searching for wrecks and hulks to reconstruct and repurpose. Le Rois de Mers is the first of such experimentation, built on the timbers of English vessels.

     

    Le Petit Canon
    French
    Points: 13
    Masts: 2
    Cannons: 2S-3S
    Cargo: 3
    Movement: S
    Ability: Battleship. This ship gets +S to her base move if she was all of her masts. This ship gets +1 to her cannon rolls against Nexus Alliance ships.

    Flavor: Having survived years of service patrolling the English-French border, the crew of Le Petit Canon recognize the threat posed by the newly discovered Nexus Alliance, despite the Admiralty’s opinions.

     

    Battleship: This ships cannons have two shots per mast, and the Extended Range keyword.

    #17890
    Xerecs
    Moderator

    We move to some of the last Spanish ships in the Farthest Shore as the cycle continues!

     

    Guadalupe
    Spanish
    Points: 8
    Masts: 2
    Cannons: 4S-4S
    Cargo: 5
    Movement: L
    Ability: Parley.

    Flavor: With the Lady Guadalupe herself adorning this ship’s sails, her crew hopes that no soul would dare attack her, for fear of committing such a heinous act.

     

    El Tiburon Volador
    Spanish
    Points: 13
    Masts: 2
    Cannons: 2S-2L
    Cargo: 6
    Movement: S+L
    Ability: Schooner. This ship cannot be pinned. After this ship resolves a shoot action, she may move as a free action.

    Flavor: Conflict with the Americans lead to the creation of this ship when the remains of two American vessels were put to new use.

    #17891
    Xerecs
    Moderator

    Two more for the Ionics as this cycles comes to a close!

     

    Yrrk
    Ionic
    Points: 14
    Masts: 2 (A)
    Cannons: 2L-3S
    Cargo: 5
    Movement: L
    Ability: Secret Hold.

    Flavor: This former smuggling vessel was seized off the Ionic coastline. Her many hidden holds have been put to new use by the admiralty.

     

    Tessiorc
    Ionic
    Points: 10
    Masts: 2 (A)
    Cannons: 3S-3S
    Cargo: 3
    Movement: S+S
    Ability: This ship cannot be pinned.

    Flavor: With the rapid build up of the navy, a need for trained sailors has emerged. This vessel fills that purpose, turning landlubbers into sailors.

    #17892
    Xerecs
    Moderator

    The Mercenaries close out this cycle with two crew!

     

    Vero
    Mercenary
    Points: 4
    Ability: Ex-Patriot. Musketeer. This ship gets +1 boarding rolls.

    Flavor: A dashing fellow and a more than excellent swordsman, Vero is always looking to challenge himself and prove that he is the best duelist.

     

    Sir Liam Gareth
    Mercenary
    Points: 4
    Ability: Ex-Patriot. 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: TBD

    #17897
    Xerecs
    Moderator

    A new cycle begins and we return to the Nexus Alliance!

     

    Farnham Spoon
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 3S-3L
    Cargo: 4
    Movement: S
    Ability: Sea Creatures cannot attack this ship. This ship gets +S to its base move if she has no open cargo spaces.

    Flavor: The crew of this vessel have made habit of throwing spoiled food overboard. This has unknowingly earned the trust of many a sea beast.

     

    Sacred Wind
    Nexus Alliance
    Points: 7
    Masts: 2
    Cannons: 4S-4L
    Cargo: 5
    Movement: S
    Ability: Junk.

    Flavor: Found rotting away in a hidden cove, the Sacred Wind was salvaged and given to Amanda Dalgaard. She in turn gave her to Fong Shader to use as his own floating dojo.

    #17898
    Xerecs
    Moderator

    Two more for the Nexus Alliance!

     

    Fantastic Leroy
    Nexus Alliance
    Points: 5
    Masts: 2
    Cannons: 5S-5S
    Cargo: 5
    Movement: S
    Ability: Unique treasure is the only treasure this ship can load.

    Flavor: The crew of the Fantastic Leroy are only interested in the strange, odd and unique treasures that can be found on the seas. Anything they deem uninteresting or dull they sell from their ship.

     

    Amalgam
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 2S-3L
    Cargo: 5
    Movement: S
    Ability: Once per turn you may trade one treasure on this ship for a treasure on a friendly ship within S.

    Flavor: Living up to her name the Amalgam was constructed of various parts of scrapped and salvaged ships. Not suited for long voyages, the Amalgam mainly sails in the vicinity of Nexus Tower.

    #17899
    Xerecs
    Moderator

    The cycle continues! Two more for the Alliance!

     

    Squall’s Eye
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 3L-3L
    Cargo: 3
    Movement: S
    Ability: This ship gets +L to her base move if she has all of her masts. This ship is immune to storm terrain.

    Flavor: Built with sturdy timbers and several advanced water pumps the Squall has been advertised as ‘unsinkable’. Several sailors claim that nothing is unsinkable and that the sea will tell if the Squall can deliver on its promises.

     

    Waterwolf
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 4S-4S
    Cargo: 3
    Movement: S
    Ability: Junk. This ship gets +L to her base move if she has all of her masts.

    Flavor: The crew of the Waterwolf are obsessed with speed, sailing under full canvas, even during foul weather. When the sails and spars of the ship hold up she is a difficult ship to catch and keep up. When they do not hold a well trained swimmer could be faster than her.

    #17901
    Xerecs
    Moderator

    The Cycle continues as we draw close to the end of the Nexus Alliance two masters!

     

    Yan Yam
    Nexus Alliance
    Points: 11
    Masts: 2
    Cannons: 2L-2L
    Cargo: 4
    Movement: S
    Ability: Junk. This ship gets +1 to her cannon rolls when she carries treasure.

    Flavor: Gold can be a powerful motivator. The crew of the Yan Yam have been told they can keep some of the goods they haul provided they sink at least one enemy of the Alliance during their cruise.

     

    Globin
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 2L-2L
    Cargo: 4
    Movement: L+S
    Ability: This ship gets +L to her base move if she is assigned an explorer and a musketeer.

    Flavor: The Globin is one part small warship and one part travelling tailor shop. The crew are just as skilled at making fine clothing as they are at fighting. Despite this they are kept in port at Nexus Tower, where they have been tasked with making and repairing uniforms from the Alliance’s marines and soldiers.

    #17902
    Xerecs
    Moderator

    The last two mast ships for the Alliance, tomorrow we begin with their 1 mast line up!

     

    Nightshade
    Nexus Alliance
    Points: 10
    Masts: 2
    Cannons: 3L-2L
    Cargo: 4
    Movement: S+S+S
    Ability: This ship gets -1 to her cannon rolls if a helmsman crew is assigned to her.

    Flavor: Sailors are known to be superstitious and come across as strange to land walkers. However, the crew of the Nightshade are strange even by sailor standards.

     

    Misty Rey
    Nexus Alliance
    Points: 14
    Masts: 2
    Cannons: 3S-3S
    Cargo: 4
    Movement: L+S
    Ability: Roll a d6 before you give this ship a move action. On a result of 6 dock this ship at the wild island with the fewest coins on it. If there is a tie the player to your left chooses. On a result of 1-5 this ship may move as normal.

    Flavor: The Misty Rey is a strange ship, even by Alliance standards. Her crew swears the ship seems to teleport, even though it most likely travels very fast. Most likely.

     

    #17908
    Xerecs
    Moderator

    The cycle continues and we enter the roster of 1 mast ships for the Alliance! This means that we are getting close to the end of the set!

     

    Axe
    Nexus Alliance
    Points: 19
    Masts: 1
    Cannon: 4S
    Cargo: 2
    Movement: S+S
    Ability: Once per turn roll a D6. On a result of 5-6 move one enemy ship within 3L of this ship to within S of this ship.

    Flavor: A system of mortars, grappling lines and pulleys have been installed on this ship to reel opposing vessels into close quarters.

     

    Magician
    Nexus Alliance
    Points: 11
    Masts: 1
    Cannon: 4S
    Cargo: 4
    Movement: L+S
    Ability: After this ship is given a move action, move all ships within S of her L away in a straight line.

    Flavor: The crew of this vessel claim that it is the barrels of fermenting fish that keep enemy vessels away from her, not some magic of the sea.

    #17915
    Xerecs
    Moderator

    This cycle comes to a close with two more for the Alliance!

     

    Celebration
    Nexus Alliance
    Points: 9
    Masts: 1
    Cannon: 2S
    Cargo: 4
    Movement: S+S
    Ability: Give this ship a move action, but do not move her. Instead repair a mast on any friendly ship with point cost of 10 or less.

    Flavor: Many ships in Alliance waters carry spare timbers and sail to enact repairs on the high seas. This ship takes things a step further, being closer to a small mobile repair facility.

     

    Tidepool
    Nexus Alliance
    Points: 2
    Masts: 1
    Cannon: 3L
    Cargo: 2
    Movement: L+L
    Ability: Treasure coins always take up two cargo on this ship.

    Flavor: Originally christened as “Rising Tide”, the Tidepool came about its name from the many leaks in her hull, leaving artificial tide pools in her bilge.

    #17919
    Woelf
    Moderator

    Celebration
    Points: 9
    Ability: Give this ship a move action, but do not move her. Instead repair a mast on any friendly ship with point cost of 10 or less.

    Can this ship use the ability on itself?  (As written, it can.)

    Also, basing it off a move action creates some odd interactions with other move-based abilities, like Captains, which could still technically function even when using this to repair.  Is that intentional?  If not, it would be better to make this use a Repair action, with the added condition that it can be used anywhere rather than just at home or with a Shipwright.

    #17927
    Xerecs
    Moderator

    A new cycle begins, with two more crew for the English!

     

    Captain Andrew McKenzie
    English
    Points: 5
    Ability: All ships that begin their turn within L of this ship get +1 to cannon rolls.

    Flavor: Though he is only a captain, Andrew McKenzie carries himself like an admiral. His expertise and skills are of value not only to the ship he serves on, but to those near as well.

     

    Jonathan Carter
    English
    Points: 4
    Ability: Secret Hold. This crew doesn’t take up any cargo.

    Flavor: Jonathan Carter is a bumbling explorer, archaeologist, and historian of ancient civilizations. Yet despite his clumsiness and carefree attitude, he protects his discoveries fiercely, letting no other man lay his eyes on them.

    #17928
    Xerecs
    Moderator

    Can this ship use the ability on itself?  (As written, it can.)

    Also, basing it off a move action creates some odd interactions with other move-based abilities, like Captains, which could still technically function even when using this to repair.  Is that intentional?  If not, it would be better to make this use a Repair action, with the added condition that it can be used anywhere rather than just at home or with a Shipwright.

     

    I didn’t intend for the ship to be able to use the ability on itself, should have specified any other friendly ship.

    It is also not intentional to be able to use a captain with the ability.

    Instead of tying it to a repair action, would tying it to an action in general work? Something like this:

    “Instead of giving this ship an action you may repair a mast on any other friendly ship with a point cost of 10 or less.”

     

    #17929
    Woelf
    Moderator

    Instead of tying it to a repair action, would tying it to an action in general work? Something like this:

    “Instead of giving this ship an action you may repair a mast on any other friendly ship with a point cost of 10 or less.”

    That’ll work, and it’s good to keep the consistency of having it worded similar to Mycron’s ability.

    #17932
    Xerecs
    Moderator

    The cycle continues, with two more crew for the Americans!

     

    Lt. Cole Randolph
    American
    Points: 6
    Ability: 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. 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: Bold and often too unafraid for his own good, Lt. Randolph was forced into the Navy when he tried to steal from them. Since then, he has come to be respected and feared, willingly jumping, sword-first onto enemy ships to assure victory.

     

    Mordecai Heller
    American
    Points: 3
    Ability: If this ship wins a boarding party, you may eliminate one crew of your choice from the boarded ship.

    Flavor: Heller has a talent for violence, and the mind of a scholar. By all appearances a tidy and dapper fellow, he will not hesitate to slice a man from head to toe, just to see what would happen. How such a man wound up as a naval officer is a mystery to many.

    #17934
    Xerecs
    Moderator

    We’ve seen all of the regular line up for the Pirates, so lets see what all of these Pirates are fighting over. Treasure!

     

    Lord Duke Exeter’s Sword

    Ability: This ship gets +1 to her cannon and boarding rolls. If this treasure is on the same ship as Lord Duke Exeter’s Shield, this ship gets +2 to her cannon rolls and ignores the first hit she takes each turn as long as she has all of her masts.

     

    Lord Duke Exeter’s Shield

    Ability: This treasure takes up one cargo space. L-range cannons cannot hit this ship. No enemy ability can affect this ship. If this treasure is on the same ship as Lord Duke Exeter’s Sword, this ship gets +2 to her cannon rolls and ignores the first hit she takes each turn as long as she has all of her masts.

    #17937
    Xerecs
    Moderator

    The cycle continues with two more crew for the Cursed!

     

    Gullstew
    Cursed
    Points: 4
    Ability: Eternal. This ship gets +1 to her boarding rolls.

    Flavor: As was their tradition, this Skeld was awarded a name for his exemplary performance in battle. His choice of name stems from his habit of catching and cooking sea gulls.

     

    Graisho
    Cursed
    Points:
    Ability: Hostile: Jade Rebellion, Nexus Alliance. Marine. This ship ignores the first hit she takes each turn as long as she has all of her masts.

    Flavor: When he was flesh and blood, Graisho was a gifted warrior who fought with honor. Now in his spectral form, he mindlessly obeys Baron Typhonus.

    #17952
    Xerecs
    Moderator

    The cycle continues with the final two French ships!

     

    Arrogant
    French
    Points: 6
    Masts:1
    Cannon: 2L
    Cargo: 2
    Movement: S+S
    Ability: This ship cannot sink, but she can be scuttled.

    Flavor: Returning to the forefront of French naval ranks, the few remnants of the Arrogant’s original crew now face the same possible threat that claimed the lives of their crewmates, years before.

     

    Lumière Brillante
    French
    Points: 10
    Masts/Flags: 1
    Cannons: 3S-3L-3L-3S
    Cargo: 0
    Movement: T
    Ability: Flotilla. Extended Range. Other ship don’t block this ship’s line of fire.

    Flavor: Only men with the sharpest eyesight are stationed on the “Bright Light”; precision is everything when this flotilla is often tasked with firing at targets from behind friendly warships.

    #17953
    Xerecs
    Moderator

    The Cycle continues and we see the last of the Spanish for Farthest Shore! Unlike some of the other factions in the set, the Spanish have no Limited or Special Edition ships so these are truly their last ships and named crew. They do get one generic crew, but we’ll see that one later. 😀

     

    Madrid
    Spanish
    Points: 9
    Masts: 1
    Cannon: 4S
    Cargo: 4
    Movement: S+S
    Ability: One of this ships treasures is worth +2 gold when unloaded at your home island. This ship can unload cargo at your home island if she’s within S of it.

    Flavor: Proudly named after Spain’s capital city, the sailors of this little merchant ship work harder than any other crew in the armada.

     

    La Musa
    Spanish
    Points: 12
    Masts: 1
    Cannon: 3S
    Cargo: 3
    Movement: S
    Ability: Ships that start their turn within S of this ship get +1 to their die rolls for that turn.

    Flavor: A curious little sloop, La Musa flies the Spanish flag, but has never been recorded making berth at any Spanish port. More curious, whatever vessels spot her report streaks of good fortune until they arrive at a friendly port.

     

    Capitan Enrique Pérez
    Spanish
    Points: 6
    Ability: Captain. Explorer. One of this ship’s treasures is worth +1 gold when unloaded at your home island.

    Flavor: A proper businessman, Enrique Pérez always ensures that he cuts a profit when he returns home to Spanish ports.

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