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  • #1525
    Xerecs
    Moderator

    Two more!

    Nuri
    Points: 15
    Ionic
    Masts: 1
    Cannons: 4S
    Cargo: 3
    Movement: S+L
    Ability: Once per turn roll a d6. On a 5-6 this ship gets +L+L to its base move.

    Flavor: Built for speed with a light frame and timber, the Nuri moves so quickly across the water that she almost appears to teleport from place to place. Her speed however comes at the cost of reduced to no firepower.

    Sulak
    Points: 10
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Sea Creatures within S of this ship get +1 to their cannon rolls.

    Flavor: The crew of the Sulak has an uncanny and borderline unnatural affinity for sea life. Be it common fish or the great leviathans of the deep, the crew calls all sea life friend, and in return that sea life will often protect the ship and crew form harm.

    #1526
    Ben
    Keymaster

    Swift Stabbing
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 15
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+L
    Cannons: 2L-4S-4L-5L
    Ability: Schooner. On the turn this ship is pinned, eliminate one crew and one mast from the rammed ship.

    Flavor text: Every Cursed crew on this ship is equipped with at least one sword. They’ve even sharpened and strengthened the ship’s bowsprit to better tear enemy rigging and sails upon impact with other ships. Relying on speed rather than firepower, the ship performs adequately against most opponents, but has lost minor engagements to well-trained European gun crews.

    Historical Custom of the Day #251

    Triumph
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 4S-3L-3L-4S
    Ability: English ships within S of this ship get +1 to their cannon rolls.
    Link: Martin Frobisher

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1529
    Xerecs
    Moderator

    Rapidly approaching the end of the Ionics, two more for today!

    Bomo
    Points: 11
    Ionic
    Masts: 1
    Cargo: 4
    Cannon: 3L
    Movement: S+S
    Ability: Once per turn roll a d6. On a 5-6 this ships masts cannot be rammed off and require two hits in the same shoot action to eliminate its mast.

    Flavor: The crew of the Bomo take extreme measures to ensure that their tiny ship is not easily dispatched in battle, such as additional support timbers and armor plating for the hull. However they often re-purpose those materials to keep the ship seaworthy.

    G’ki
    Points: 5
    Ionic
    Masts: 1
    Cargo: 4
    Cannon: 4L
    Movement: L+S
    Ability: none.

    #1530
    Ben
    Keymaster

    I wouldn’t mind if the Bomo’s abilities were simply automatic if the cargo went to 3 or the cost to 12. The text doesn’t specify on which turn the effects apply, so it’s a bit confusing – not to mention the annoyance of yet another roll for the ship every single turn that opponents then have to remember for their own turns when attacking it.
    I know the second one isn’t really better than the Bon Marin or Intrepide, but it’s just a simple OP gold runner to me. No changes need to be made, it’s just really basic and not really what customs are about IMO. (flavor text could help though)

    Grand Plunder
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Type: Ship
    Point Value: 18
    Number of Masts: 6
    Cargo Space: 6
    Base Move: L
    Cannons: 3S-4L-4L-4L-4L-3S
    Ability: Junk. This ship may dock at an enemy home island and take as much treasure as she can carry. If able, she must leave on your next turn.

    Flavor text: Built and named for pillaging, the Jades made sure to construct a monstrosity for nearly every seafaring purpose. Despite the complete lack of deception, the crew of this vessel uses the Grand Plunder’s sheer size to get away with massive heists.

    Historical Custom of the Day #252

    Juan Díaz de Solís
    Spanish
    Crew
    4 points
    Ability: Explorer. If this ship begins a move action within S of land, she gets +S to her base move.

    Originally I had his second ability at just one point (worse than a Helmsman), but between speed being the most important attribute in this game and how versatile it could be, I bumped it all the way to 3. It would be a nice boost whenever you left your home island or a wild island, similar to those +S after loading/unloading cargo abilities. Plus, two abilities into one cargo space is great for a gold runner especially. This ability plus a helmsman on some gold runners could be really good I think.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1531
    Jonathan Bowen
    Participant

    Hey, y’all.

    It’s been a while, since I last posted, but now that I’m here…

    America!!!!! ??? (Seas of Doom)

    (sorry; I had to…)

    Let’s begin this post with, you guessed it, Relevant Keywords!

    1. Battleship: A ship with this key word has two shots per mast and has Extended Range.

    2. EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.

    3. World-Hater: This ship gets plus one to her cannon rolls against any ship of a different nationality.

    4. Ironclad: You must roll a 5 or 6 to hit this ship.

    ********************************************************************************************************

    1. USS Lazuli
    Points: 14
    Masts: 3
    Cannons: 3L,5S,3L
    Cargo: 4
    Base Move: L+L
    Ability: Schooner. This ship cannot dock at any island so long as there is another ship docked there. This ship starts the game S away from your Home Island.

    2. USS Star Chaser
    Points: 20
    Masts: 3 (square)
    Cannons: 4S,3S,4S
    Cargo: 3
    Base Move: L+S
    Ability: Battleship. EA.

    3. USS Obsidian
    Points: 15
    Masts: 5
    Cannons: 4S, 3L, 3L, 3L, 4S
    Cargo: 6
    Base Move: L
    Ability: Secret Hold.

    4. Anthony Sark
    Points: 7
    Ability: Captain. World-Hater.
    Link: USS Jarvis II

    5. USS Jarvis II
    Points: 17
    Masts: 3
    Cannons: 2S, 3S, 2S
    Cargo: 5
    Base Move: L
    Ability: Ironclad. If this ship isn’t assigned a Helmsman crew, roll a d6 after she resolves a move action. On a result of 4–6, this ship can move L.
    Link: Anthony Sark

    As usual, feedback is welcome.
    Like, subscribe and comment if you want more like this. (? lol jk)
    I’ll hopefully post the next group tomorrow afternoon.
    See y’all then

    -J. W. Darkhurst

    #1532
    Xerecs
    Moderator

    Star Chaser is too good. It needs to loose either Battleship or EA. If you want to keep both then the speed needs to be reduced to a single segment. S feels extreme, but L would be fine I think. Obsidian reminds me of the Roanoke, cannon ranks and ranges are exactly the same, only this is two points more expensive.

    #1533
    Jonathan Bowen
    Participant

    The Star Chaser is based on that ship from Steven Universe that Lars stole, the Sun Incinerator. It’s supposed to be really fast and well-armed.

    The Star Chaser is pretty small and her cannons aren’t that good. A couple extra points, maybe?

    As for the Obsidian, I can change the ranks, make them all the same.

    (Also as a heads up, I might post again; YouTube is down, so my teenage brain is like: ?? *bored*)

    -Darkhurst

    #1534
    Xerecs
    Moderator

    Eh…. I guess you could make the the Chaser more expensive. I’m not a fan of doing that, but if you REALLY don’t want to loose either keyword/ability….

    P’kos
    Points: 12
    Ionic
    Masts: 1
    Cargo: 3
    Cannon: 3S
    Movement: S+S
    Ability: Limit. At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this ship has that ability. You may make a different choice each turn.

    Matoran canoes
    Ionic
    Points: 13
    Masts: 1
    Cargo: 2
    Cannon: 4S
    Movement: S+L
    Ability: Native Canoe. Captain.

    Flavor: Many seaside villages on the Ionic homeland have small fishing fleets to sustain themselves. Contact with the imperial world has forced these villagers to become self-reliant and convert their fishing boats for self-defense, after all the navy cannot be everywhere at once.

    Tura
    Points: 13
    Ionic
    Ability: Chieftan.

    ….and with that we wrap up the last of the Ionic ships (until the SE/LE)! Tomorrow we’ll start with their remaining crew!

    #1535
    Ben
    Keymaster

    I would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.

    Elephant
    Faction Affiliation: Barbary Corsair
    Rarity: R
    Type: Ship
    Point Value: 9
    Number of Masts: 1
    Cargo Space: 0
    Base Move: T
    Cannons: 2S-2S-2S-2S
    Ability: Flotilla. Extended Range. This flotilla eliminates cargo with every hit if the target is within S of this flotilla.

    Flavor text: With heavy carronades capable of devastating short-range damage, the Corsairs broke from tradition to construct their first flotilla. Tripoli’s merchants hope she can be as devastating as her namesake, to protect trade against the growing dangers of the Mediterranean.

    Historical Custom of the Day #253

    Alonso Hernández Puertocarrero
    Spanish
    Crew
    3 points
    Ability: This ship gets +1 to her boarding rolls. Place this crew face up during setup. Reduce the cost of all other crew placed on this ship by 1.
    Link: Hernan Cortes

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1536
    Ben
    Keymaster

    Tranquil Tide
    Faction Affiliation: American
    Rarity: C
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3L-4S-3L
    Ability: Galley. If this ship begins a move action within S of land, she gets +L to her base move. Enemies get -1 to their cannon rolls when this ship is within S of land.

    Flavor text: After a full decade of experience sailing both the Crimson Coast and Mediterranean, the crew of this vessel know how to maneuver close to the shoreline. With a shallow draft and light but accurate long range cannons, she often makes utter fools of enemies that are unfamiliar with her history.

    Historical Custom of the Day #254

    Diego de Montemayor
    Spanish
    Crew
    5 points
    Ability: Explorer. This ship gets +1 to her boarding rolls. This ship gets +1 to her d6 rolls against game pieces on land.

    Last ability is meant to be a catch-all affecting forts, marines, ports, structures, etc. Putting it at 2 points for now.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1537
    Xerecs
    Moderator

    I would argue that the Matoran Canoes are likely more OP than the Chaser, though I like them better.

    What makes them OP? Their speed, cargo, ability, or a combination of all three?

    Two new crew!

    Amakav
    Points: 6
    Ionic
    Ability: Captain. Re-roll.

    Flavor: Despite his protests, Amakav was placed in command of the Ionic navy and oversees fleet operations. He is constantly worrying about making mistakes and feels he is not fit for the role he has been given.

    Iju
    Points: 6
    Ionic
    Ability: At the beginning of each of your turns roll a d6. On a 4-6, instead of giving this ship an action, choose two icebergs from outside the game. Put one L away from this ship and one L away from a wild island. Neither can be placed so that it touches any island or ship. This ship is immune to icebergs.

    Flavor: One of the foremost Antarctic explorers, Iju seems to have brought the ice back with him. The air grows cold wherever he goes and icebergs and floes are often seen around his ship, even when it is not in the Antarctic.

    #1538
    Ben
    Keymaster

    @Xerecs: All three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I’ve seen from y’all, and very fragile for the points.

    Iju seems really cool! Last part of his flavor should probably say “not in the Arctic”, assuming you mean the Arctic Ocean/area.

    #1539
    Xerecs
    Moderator

    All three IMO. The cargo is extremely important with canoes; one set of those could be a gold running powerhouse even without factoring the auto Captain into play. 10 cargo spaces for 13 points with plenty of speed and the possibility of five 4S shots in addition to that – very impressive. The Star Chaser is less OP than most other Battleships I’ve seen from y’all, and very fragile for the points.

    Iju seems really cool! Last part of his flavor should probably say “not in the Arctic”, assuming you mean the Arctic Ocean/area.

    I can give the canoes one cargo, would that make them less OP? Or would leaving them as-is just be par for the course, considering the existing canoes?

    Well, he’s supposed to be an ANTacrtic explorer, would you still call the ocean in that area the Arctic ocean?

    #1540
    Ben
    Keymaster

    I can give the canoes one cargo, would that make them less OP? Or would leaving them as-is just be par for the course, considering the existing canoes?

    Yes, but they’re not better than the American canoes, so no changes are completely necessary. I just feel like canoes with more than 1 cargo are just OP by default (unless the Chieftain had a ridiculously limiting cost like 20+).

    Well, he’s supposed to be an ANTacrtic explorer, would you still call the ocean in that area the Arctic ocean?

    My bad, I was just thinking all north.

    #1541
    Xerecs
    Moderator

    The Tura crew is supposed to be the Chieftain associated with the Matoran Canoes. I think I’ll just up their point cost to around 15-17. I don’t want to make them too expensive, but you do make good points about their potential.

    #1542
    Xerecs
    Moderator

    Two more crew! Possibly one of the more OP things I’ve made recently. 😀

    Anewo
    Points: 10
    Ionic
    Ability: Once per turn roll a d6. On a 5-6 move an enemy ship L in any direction.

    Flavor: Anewo is a man of substance. If he cannot see it or touch it, it is not real. Despite this he has an almost unnatural ability to get people to do what he wants.

    Wanhu
    Points: 10
    Ionic
    Ability: Give this ship a move action but do not move her. Instead roll a d6. On a result of 6 choose an island from outside the game, place it S away from this ship. The island cannot be placed such that it touches another ship. This ability cannot be used on consecutive turns.

    Flavor: Wanhu is no soldier, sailor or admiral. He is self-proclaimed map-maker and topographer, who has found several uncharted islands. His knack for finding uncharted land has led many to believe that he can make islands appear out of the sea.

    #1543
    Xerecs
    Moderator

    Bit of a double post, but I came across this in my doc and spreadsheet.

    K’Tung
    Points: 25
    Masts: 5
    Cargo: 4
    Cannons: 3S-3L-4S-3L-3S
    Movement: L
    Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, eliminate a mast from the attacking ship.

    That’s what it is/was. I recall some debate about this one when I revealed it on MT, but I can’t quite recall what the main complaint was, though I think it was about the aiblity. Anywho I’m thinking of changing her from the above to this:

    K’Tung
    Points: 28
    Masts: 5
    Cargo: 4
    Cannons: 4S-3L-5S-3L-4S
    Movement: L
    Ability: Every time this ship is hit, roll a d6. On a 4-6 this ship is not hit, instead eliminate a mast from the attacking ship.

    Proposed changes in italic.

    #1544
    Ben
    Keymaster

    The Matoran Canoes remind me of a problem that is difficult to avoid when making customs – making the same kinds of mistakes that Wizkids made, since they did it first and made it official. As in, using the Banshee’s Cry’s ability to severely lower point costs, or comparing customs to all the BEST ships in the game rather than average ones. For example, someone may bring up that a ship isn’t really better than the San Cristobal, or HMS Titan for example. But when those originals are so OP in the first place, it just further makes “regular” stuff and more reasonable/better priced customs more obsolete. The American native canoes could have had 1 cargo each and still been 10 points, and they’d still be one of the best sets out there. Then it would be more of a debate with the Spanish canoes, rather than one of the most OP game pieces out there. I think this topic is worth a blog post sometime – perhaps it’s the onus of us as custom creators to not repeat Wizkids’ mistakes. 🙂

    Anewo should have Black Mark haha. 😉 Would be interesting to see if he is deemed OP in any CG usage.
    Wanhu is fascinating – there’s an example of flavor text really helping with a custom crew. The flavor explanation makes me less eager to have the ability completely changed – perhaps it can work somehow. At 10 points and only working on a 6, it’s already very limited. I think it could work just fine, but with a few caveats in campaign games. Perhaps in those games he’d be banned, or the islands could NEVER produce resources/gold/etc. Even letting forts on a bunch of “new” islands could get tricky, especially if they were used as launch points right near an enemy home island. Lots to consider there, and obvious breakability will be present whenever an ability allows you to bring stuff in from outside the game.

    I have a few issues with K’Tung:
    1. I do not like the idea of having to roll every time the ship is hit. That would require two rolls per cannon on hits, and by different players presumably. Catamarans are annoying enough in my opinion, and this has the potential to eclipse that, especially if rerolls are involved.
    2. Copying to a 10 master/etc. #1 is a bigger issue for me, but the cost and cannon inaccuracies become irrelevant if this got on the Guichuan/etc. Then it’s even more annoying because you’d have to roll twice as much for opponents attacking. The ship strikes me as something to simply avoid and let it take up build total for arguably minimal effectiveness, but oftentimes you cannot just avoid the presence of a 10 master in a game.

    I think a radical solution could potentially solve both problems, but it’s probably not very exciting from a flavor perspective (I would assume). “Once per turn when this ship is hit, instead eliminate a mast from the attacking ship.” Make it automatic but only once per turn, and give the defender the ability to choose which “hit” gets “deflected”. For all I know this could be even more problematic than the first ability, but it avoids a lot of extra dice rolling, partly solves the copying problem, and could make for some interesting strategy. (not dissimilar to how cancellers are used as “chess pieces” on a battlefield – in this case should you cancel the extended range fire shot from El Neptuno or the Kian Ng-aided 2S shot from the Grand Path?) On top of all that, with this ability I think the ship could be drastically less expensive, perhaps to the tune of 19-20 points. (as the ability is arguably worse than El Acorazado’s, I think…)

    It’s like a Mirror Force effect if you ever saw Yugioh. XD (and that card got banned for good reason haha)

    Banraun
    Faction Affiliation: French
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: Ex-Patriot. Captain. Musketeer.

    Flavor text: Banraun is still working for the French Crown, but he has also developed a secret profession as a captain for hire. He is fantastic at hiding his activities, but has put himself into a risky position despite his higher income.

    Historical Custom of the Day #255

    Alberto del Canto
    Spanish
    Crew
    6 points
    Ability: Hostile: The Inquisitor, Diego de Montemayor. Explorer. Gold Capture.

    I don’t like using Hostile for specific game pieces, but both make sense in this case.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1547
    Xerecs
    Moderator

    For now I’ve upped the cost of the canoes to 17, but kept all of their other stats intact, such as their movement, cargo, etc. I think it would make a good blog post, or perhaps a podcast topic?

    Anewo could have black mark, but the source (onewa, toa of stone, metru-nui) had a mind controlling ability. I didn’t want to make him a standard mind controller crew, like the DJC version of LeBeaux, and I didn’t want to make him the last part of All-Powerful. Testing might be necessary for him.

    In my head Wanhu’s islands are completely blank, no gold or resource potential on them when they are created. Certain UT’s and Mysterious islands can fling treasure to other islands, that’d be the ONLY way that gold winds up on the islands he makes, other than building and demolishing a fort. Now that I’ve mentioned them, I’m wondering if I need to include a line somewhere that says ‘non-mysterious island’ so that people can’t use him to bring one into play. I think he DEFINITELY needs some testing, regular games and campaigns.

    K’Tung’s source (Keetongu, titan, visorak era) gives him multiple abilities, chiefly among them a ‘cure’ for a venom. That aspect of him was harped upon A LOT, so I decided to go with a less focused on aspect of him. I could go back the other way and give him/it some kind of super shipwright ability, but I do like the alternative you suggested. Going that route, I’d probably make the cannon ranks better, which could keep it in the low 20 point range.

    Part of the reason I made the ability involve die rolling is that I thought that might be too powerful, mainly because I was thinking that it would automatically hit the attacking ship every time it got hit, and not once per turn. For example, HMS London pulls broadside and fires off 4 shots and hits every time. For every shot that hits, one mast is eliminated from the London.

    I just thought of some kind of mesh of abilities actually. K’Tung’s ability becomes automatic, and the hit backs are IN ADDITION. That is every time an enemy ship hits K’Tung, it loses a mast, but the attacking ship also loses a mast for every hit.
    Hmmm. That actually might be worse. I’ll probably adopt your solution or think of a super shipwright idea.

    #1548
    Ben
    Keymaster

    Yup, podcast topic makes sense too.
    I do think Wanhu’s ability text could receive some lengthy additions to keep it from being OP.
    A cure for venom sounds like the perfect background for Crew Protect (or Doctor but that hasn’t appeared on a ship).
    If it’s automatic it really shouldn’t be on every hit. Players shouldn’t be penalized for getting the first shot and hitting with their cannons. If you go with my idea or a very moderate version of the “backlash” ability, I could even see Crew Protect or a repair ability as well; from Epic Seas obviously I like having ships with multiple abilities, but then the cost might go back up into that 28 range… XD

    #1549
    Xerecs
    Moderator

    Two more crew!

    Atuam
    Points: 4
    Ionic
    Ability: Explorer. SAT.

    Flavor: Atuam lives fast, like a bullet from a gun. Easily excitable and always restless he is often the first off the ship when land is made, and lives for the chance to explore new and unknown lands.

    Kano
    Points: 8
    Ionic
    Ability: This ship does not roll for effect when she uses a whirlpool. Trade currents give this ship +L to its move instead.

    Flavor: Kano has studied the ocean more than anyone. Her knowledge of currents and tides is unmatched, and she applies her knowledge to give her ship an edge in battle.

    #1550
    Ben
    Keymaster

    Explorer + SAT strikes me as a combo that probably shouldn’t show up together on a crew. Kano is quite interesting.

    Ruins of Baboteca
    Faction Affiliation: Spanish
    Rarity: C
    Type: Fort
    Gold Cost: 4
    Cannons: 2S-2S-3L-3L
    Ability: Spanish ships docked at this island or within S of this island get +1 to their d6 rolls. When this fort is hit, eliminate two flags instead of one.

    Flavor text: Historically important, the Ruins of Baboteca were found weakened but intact. The fort is serviceable, but usually the Spanish force defending it puts up a heavier resistance than the fort itself. The crumbling walls give way easily to moderate bombardment.

    Historical Custom of the Day #256

    Edward Coates
    Pirate
    Crew
    3 points
    Ability: Parley.
    Link: William May, Samuel Burgess, Robert Culliford

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1551
    Jonathan Bowen
    Participant

    Hello Peoples!

    Guess what I’ve got for you today? ?

    (Spoiler: It’s some more Americans?)

    Relevant Keywords

    EA: Once per turn, roll a d6. On a 5-6, give this ship an extra action.

    Reroll: Once per turn, you may reroll any die roll you make for this ship; you must use the second die roll result

    Cargo Killer: When this ship his an enemy ship, eliminate a cargo from the enemy ship.

    Man-O’-War: Once per turn, before you give this ship a shoot action, roll a d6. On a result of an odd number, her cannons become 2-rank for this turn. On a result of an even number, she eliminates two masts with each hit.

    Fleet Admiral: Once, at the beginning of your turn, roll a d6. On a 6, give any one ship in your fleet an extra action.

    ********************************************************************************************************

    6. Admiral Jasper Greene
    Points: 9
    Ability: Loyal: America. Captain. 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: All American Ships

    7. Tapestry of Rohan
    Points: 14
    Masts: 4
    Cannons: 3S,3S,3S,3S
    Cargo: 4
    Base Move: L
    Ability: EA.
    Link: Théoden of Rohan

    8. Théoden of Rohan
    Points: 7
    Ability: Captain. Reroll.
    Link: Tapestry of Rohan

    9. James Barnes
    Points: 8
    Ability: Ex-Patriot. Captain. Cargo Killer.

    10. USS Dragonfyre
    Points: 25
    Masts: 5
    Cannons: 3L,2L,2L,2L,3L
    Cargo: 5
    Base Move: L
    Ability: Man-O’-War. Fleet Admiral. Enemy ships get +1 to cannon rolls against this ship.

    And with that we’re halfway through the Americans!
    After I’ve posted all of them, I’ll make a post about all of the edited pieces from the first two factions.
    Anyway, as usual, feedback is welcome.
    I’ll try to post sometime tomorrow, but ??‍♂️

    -J. W. Darkhurst

    #1552
    Xerecs
    Moderator

    Why is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.

    Also, why is Theoden 7 points? Those abilities have been seen together at 6 points on crew like Jonathan Haraden, Lord Thomas Gunn, etc.

    Explorer + SAT strikes me as a combo that probably shouldn’t show up together on a crew. Kano is quite interesting.

    Well….. I already made an explorer + EA crew and a helmsman + SAT crew……

    I had a thought for yet another version of K’Tung. It combines the idea you had for her ability, along with a ‘cure’ kind of ability.

    K’Tung (proposed change)
    Points: 28
    Masts: 5
    Cargo: 4
    Cannons: 3S-3L-4S-3L-3S
    Movement: L
    Ability: Once per turn when this ship is hit, instead eliminate a mast from the attacking ship. Give this ship a move action, but do not move her. Roll a d6; on a 4-6 fully repair every friendly ship within S of this ship.

    changes in italic

    #1553
    Jonathan Bowen
    Participant

    Théoden is probably a typo; I can fix that.

    -Dakhurst

    #1554
    Xerecs
    Moderator

    Two more crew!

    J’Ree
    Points: 8
    Ionic
    Ability: Captain. EA.

    Flavor: Recently promoted to commander, J’Ree is trying desperately to avoid the stereotype of arrogant, quick to temper and bull-headed commanders. So far his efforts have earned him the respect of his men and subordinates.

    Ortam
    Points: 8
    Ionic
    Ability: For each target enemy ship within L of this ship at the beginning of this ships turn roll a d6. On a 4-6 that ship cannot be given move actions on their next turn.

    Flavor: Mentored by Kopaka and Iju, Ortam has a commanding presence, both on a battlefield and off. Like his mentors, he seems to bring ice with him wherever he goes, and his tactics and strategies often leave enemies frozen in place.

    #1555
    Ben
    Keymaster

    Why is Jasper Greene so expensive? I don’t think that version of the copy ability is worth that much, since the only things you’ll be copying are by and large generic abilities like musketeer, firepot specialist or helmsman.

    I think Greene is fascinating, and probably worth the points. I think he’ll be copying stuff like SAT and Parley, and being able to switch each turn makes him worth the points in my opinion.

    Give this ship a move action, but do not move her. Roll a d6; on a 4-6 fully repair every friendly ship within S of this ship.

    As with many other abilities, I think this needs a cap. You could have 10 masters with 1 mast each on either side and then repair them fully and save 18 total turns of repair work, which breaks the game and exploits 10 masters even more. An extreme example, but quite possible. I think repairing one mast on all friendly ships within L would be cooler and less OP.

    Deikov Chansky
    Faction Affiliation: Pirate
    Rarity: U
    Type: Crew
    Point Value: 10
    Ability: Captain. Marine. HI Raider. This crew can use its abilities on Mercenary ships.

    Flavor text: Deikov has been in league with Draxon and Timarkos, but forges onward as a true pirate. His only weakness lies in his failure to play all roles capably at the same time. He is growing frustrated with his crew, who he sees as incredibly incompetent compared to himself.

    Historical Custom of the Day #257

    Thomas Phillips
    Thomas Phillips
    English
    Crew
    7 points
    Ability: Cannoneer. World Hater. This crew can use his abilities in forts.
    Link: HMS Portsmouth

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

    #1556
    Jonathan Bowen
    Participant

    Hello, all y’all sailor peoples!!

    I’m here to bring you some good news and…..
    Actually that’s all I’ve got today; a li’l bit of good news ?

    America:The Third Installment!

    Important Keywords:

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

    Blockade Runner: This ship gets +1 to ramming and boarding rolls. This ship can’t have her masts rammed off.

    ********************************************************************************************************

    11. USS Trident
    Points: 14
    Masts: 3
    Cannons: 3S,3S,3S
    Cargo: 3
    Base Move: S+S
    Ability: Schooner. This ship’s crew cannot be eliminated unless this ship sinks.
    Link: Commander Jack Percival

    12. Commander Jack Percival
    Points: 7
    Ability: This ship ignores terrain except for storms. Once per turn, before you give this ship a move action, roll a d6. On a 5-6, this ship gets +L+L to her base move.
    Link: USS Trident

    13. USS Jupiter
    Points: 16
    Masts: 4
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 3
    Base Move: L
    Ability: Clipper Ship.
    Link: Commander T.J. Grace

    14. Commander T.J. Grace
    Points: 5
    Ability: SAT. Helmsman.
    Link: USS Jupiter

    15. USS 12th Legion
    Points: 22
    Masts: 5
    Cannons: 2L,4S,2L,4S,2L
    Cargo: 6
    Base Move: L
    Ability: Blockade Runner. This ship gets +1 to cannon and boarding rolls for every crew on her.

    One more group from America, and we’ll be done with them from Seas of Doom.
    After the next American post, I’ll make a post about all of the edited pieces so far.

    As always, feedback is welcome 🙂
    I’ll try to post tomorrow afternoon, or maybe later today if I have the time.

    Also (this is mostly for Ben) as of yet, I have no real flavor text for the seas of doom pieces, but once I get enough, I will begin re-posting the pieces with the text attached.

    See y’all next time

    -J. W. Darkhurst

    #1557
    Xerecs
    Moderator

    I know the inspiration for the 12th legion, but the name might be better if you just called it ‘legion’. I’d still know what it’s referencing and whatnot.
    Name aside, that’s a powerful ship. 6 cargo and plenty of point room for some of the more expensive named American crew. This would definitely be a dreadnought in larger games as well as campaigns.

    #1558
    Ben
    Keymaster

    Also (this is mostly for Ben) as of yet, I have no real flavor text for the seas of doom pieces, but once I get enough, I will begin re-posting the pieces with the text attached.

    I think it would be much better to simply reveal the flavor text with the eventual spreadsheet than repost them all.

    Skoric
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Helmsman. S-Board. [As part of a move action, this ship can initiate a boarding party against a ship up to S away from her, without having to ram. The boarded ship can’t use any boarding bonuses.]

    Flavor text: This brave young navigator sometimes takes it too far. Though he is primarily in charge of keeping the ship on course with all speed, Skoric is often the first man to touch an enemy ship when in combat.

    Historical Custom of the Day #258

    Li Dan
    Jade Rebellion
    Crew
    5 points
    Ability: Ship treasure trading. One of this ship’s treasures is worth +1 gold when she docks at your home island.

    You can find my custom sets here: Pirates of the Age of Sail and Pirates of the Epic Seas

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