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  • #18723
    Xerecs
    Moderator

    The final ship from the Farthest Shore!

     

    Nexus III
    Nexus Alliance
    Points: 40
    Masts: 10
    Cannons: 3S-3S-2L-2L-2L-2L-3S-3S-3S-3S
    Cargo: 10
    Movement: L
    Ability: Junk. This ship gets +S to her base move and +1 to her cannon rolls if a captain and explorer crew are assigned to her.

    Flavor: Considered the pinnacle of the Nexus line to date, the Nexus III is akin to a floating fortress. Despite that when handled correctly she moves with surprising agility for a vessel her size.

     

    With that, the largest custom set I’ve worked on to date is finished! It’s taken us slightly less than a year of mostly daily posting to see 500+ ships, crew, forts, equipment, and islands! What started out as a silly idea to make some ships and references to the old Lego Universe mmog turned into something much more. I’m not completely done making custom ships, there’s still the War of the Seas to come, in addition to a sequel of sorts to the PotC set but I’m not going to be posting bits from those on the daily and likely not anytime soon. I’ll be taking some time to review each post made for Farthest Shore (on PwB anyway) and make any necessary edits to game pieces and eventually I’ll have the set properly added to the Customs Database where you can see all 513 ships, crew, forts, equipment, treasures and islands of Pirates: The Farthest Shore!

    #18724
    Ben
    Keymaster

    Nice!  Another powerhouse hybrid. She’ll be an absolute star in any big games, especially with the high point cap combined with the high cargo – tons of room to further optimize with expensive crew.

    With that, the largest custom set I’ve worked on to date is finished! It’s taken us slightly less than a year of mostly daily posting to see 500+ ships, crew, forts, equipment, and islands! What started out as a silly idea to make some ships and references to the old Lego Universe mmog turned into something much more. I’m not completely done making custom ships, there’s still the War of the Seas to come, in addition to a sequel of sorts to the PotC set but I’m not going to be posting bits from those on the daily and likely not anytime soon. I’ll be taking some time to review each post made for Farthest Shore (on PwB anyway) and make any necessary edits to game pieces and eventually I’ll have the set properly added to the Customs Database where you can see all 513 ships, crew, forts, equipment, treasures and islands of Pirates: The Farthest Shore!

    Your consistency and customs prowess is legendary. Just when I think you guys are done, there is another set around the corner (often bigger than the last one).  Hopefully we might even see some come off the spreadsheet this year and into games too. Congrats on the set completion!

    #18777
    Ben
    Keymaster

    Re-Introducing: Lighthouses!

    Jeremiah and I are collaborating to bring his custom lighthouses to life!

    Lighthouse for Pirates CSG

    The Customs Database now has the keywords listed on the first tab, and here is the new version of the Lighthouse keyword:

    Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions.

    If the Lighthouse has its light, a friendly ship within L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).

    Two hits from the same shoot action are required to eliminate the lighthouse light; when it is eliminated, remove it and the lighthouse top (if applicable). Once a lighthouse loses its light, it loses the L+L effect but retains its other abilities. When a lighthouse has no light, one additional hit destroys the lighthouse and it is eliminated; the gold used to build the lighthouse remains on the island (face down).

    Enemy ships may dock, load treasure, and drop off crew or equipment from islands with lighthouses built on them. Enemy ships cannot load crew or equipment from this island that belong to the lighthouse controller as long as the lighthouse has its light. If the lighthouse has cannons, their ranges are measured from any part of the lighthouse’s base.

    If a friendly ship is docked at the island, it can give up its turn and conduct a repair action on the lighthouse. If an enemy ship is docked at the island and no friendly ship is within L+L of the lighthouse, it can give up its turn to simultaneously capture and repair the lighthouse.

    If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse.

     

    Smeaton’s Tower

    The first of many lighthouses to be lit up! I’m still in the process of figuring out whether or not each custom lighthouse will have a unique look/color palette to the design. Various options will soon be available in The Store at Pirates with Ben – plain lighthouses, existing custom lighthouses, and “build your own” custom lighthouses.  I also plan to continue experimenting with different 3D models and hopefully offering multiple varieties.

    Smeaton’s Tower
    Faction: England
    Gold cost: 2
    Masts: 1
    Cargo: 0
    Ability: Lighthouse. Archimedes’ Blaze.
    Flavor Text: Now veiled in secrecy, everyone thought the man mad when he proclaimed he could harness the sun’s power… until he ignited a sloop’s sail ablaze.

    Archimedes’ Blaze: During your turn you may choose one enemy ship within the range of this lighthouse and roll a d6. On a 5, the target’s controller replaces one of her masts with a fire mast. On a 6, the target’s controller replaces two of her masts with fire masts.

     

    Credit to OscarEastwood on Thingiverse for the design! I modified it slightly so the scale fits better with the game and so the light has more room to fit in the top.

    #18778
    Xerecs
    Moderator

    Nice to see these return! These models are a little larger than I thought they’d be, is that an actual light at the top?

    I’m going to sound a little silly, but I was expecting them to look more like a taller skinnier fort, like several 2D pieces of plastic put together to make a 3D shape.

    #18779
    Ben
    Keymaster

    These models are a little larger than I thought they’d be, is that an actual light at the top?

    Yes! Having an actual light is one of my favorite things about these, especially since it’s tied into the keyword. The light can be turned off in accordance with the keyword.  😀

    These particular lights are the best for them I’ve found so far – no wiring/installation necessary, easy to remove via the removable top, and small enough to fit in a decent amount of the 3D printable models I’ve found so far.  Sometimes I just have to make the top part taller so the bulb isn’t buried in the apex.

    I’m going to sound a little silly, but I was expecting them to look more like a taller skinnier fort, like several 2D pieces of plastic put together to make a 3D shape.

    I might still attempt a more “CSG-style” constructible version someday, but I’m too busy with other stuff in the meantime.  I like how the models I’ve found so far are circular (not blocky like a rectangular one would be) and smooth, and they also come in multiple parts so they can easily be disassembled or have a certain level of “constructibility” to them.

     

    #18912
    Ben
    Keymaster

    Introducing:

    The Lighthouse of Alexandria

    In my timeline, this Ancient Wonder of the World was not destroyed by earthquakes in the 1300’s….

    It survived and has now been repaired and resurrected by the Barbary Corsairs!!

    Lighthouse of Alexandria at night

    The Lighthouse of Alexandria
    Collector’s Number: 1032 (an LE in my fantasy set, Pirates of the Epic Seas)
    Faction: Barbary Corsairs
    Gold Cost: 8
    Cargo: 5
    Cannons: 3L-3L-3L-3L
    Ability: Grand Lighthouse. Forward Observer. Mortar. The cannons of this lighthouse are measured from each of its four corners at its base; the cannons may be rearranged as cannons are lost. The bottom segment of this lighthouse does block its own lines of fire. If this lighthouse loses its light, it has additional segments that must be eliminated before the lighthouse can be eliminated (3 total not including the light). Each piece represents a cannon – one for the light, one each for the top half sections, and one for the main tower. When this lighthouse has at least its bottom 3 segments, once per turn you may choose one enemy ship within the lighthouse range (L+L+L) and roll a d6; on a 5-6, the target’s controller replaces one of her masts with a fire mast.

    Flavor text: Expanding their coastline eastwards to Egypt, the Corsairs were stunned to find this nearly forgotten Wonder of the World in fair condition. Conducting extensive repair work and equipping it with modern weapons, they have turned it into a terrifying monstrosity. It is now considered one of the great strongholds of the Mediterranean, a commanding presence for miles around.

    Keywords:

    Grand Lighthouse: Building lighthouses follows the conditions for building forts. Gold used to build the lighthouse is placed face-up next to the lighthouse and still counts towards a player’s total for victory conditions. A lighthouse cannot use its abilities on the same turn that it is built.

    If the Lighthouse has its light, a friendly ship within L+L+L of the Lighthouse gets +S to its base move once per turn (a yellow L+L+L tool can be used to indicate the range of this effect, or a light yellow plastic can be placed under the lighthouse).

    Two hits from the same shoot action are required to eliminate the light; when it is eliminated, remove it from the lighthouse. Once a lighthouse loses its light, it loses the L+L+L effect but retains its other abilities. The light is considered the first segment of this lighthouse; once the light is eliminated, the other segments may be eliminated with each successive hit (which do not need to come from the same shoot action). The segments of this lighthouse must be eliminated in order from top to bottom. A lighthouse is eliminated when all of its segments have been eliminated. When a lighthouse is eliminated, the gold used to build the lighthouse remains on the island (face down).

    Enemy ships cannot load treasure or drop off crew or equipment from this island. Enemy ships may dock at this island and try to capture the lighthouse. When an enemy ship docks at this island, either player may initiate a boarding party; if so both players roll a d6. The lighthouse controller adds the number of segments remaining and the number of crew in the lighthouse. If the ship wins, the lighthouse is captured. If the lighthouse wins, the enemy ship is considered undocked and loses two masts.

    If a friendly ship is docked at the island, it can give up its turn to give a repair action to the lighthouse.

    If a lighthouse has cargo space available, shipwrights and musketeers can use their abilities inside a lighthouse.

    (based on Jeremiah’s Lighthouse keyword)

    Forward Observer: Each friendly ship within the light radius of the lighthouse gains +1 to their cannon rolls. A ship must be within the radius when the cannon roll is made. This ability does not affect ships that move out of the radius and then start shooting.
    (designed by Jeremiah)

    Mortar: This lighthouse gains a rank 3 cannon with a range of L+L measured from any part of the lighthouse base. This cannon may only shoot once per turn.
    (designed by Jeremiah)

     

    Credit to pcn3dprinting on Thingiverse for the model! It has been modified for scale and for a better light fit at the top.

     

    Rarely have I been this excited about a specific custom game piece.  I conceived of this concept of an “alternate history” and bringing this epic idea into the game earlier this year.  I was ecstatic to find 3D printable models of it, and quickly developed the concept of a new “god piece”.  It is absolutely meant to rival game pieces like Paradis de la Mer or even the Zeus.  The lighthouse concept originally comes from my friend Jeremiah, but I wanted to expand on his Lighthouse keyword and make a wild version of it that could potentially see some crazy uses in future campaign games.

    A few edits have already occurred, including some that resulted from the first game I used it in. There may be future edits, but hopefully not.

    Aruj Barbarossa has coined it “The Corsair answer to Paradis de la Mer!”

    #18926
    Ben
    Keymaster

    Introducing: USS America!

    USS America

    USS America
    Nationality: American
    Collector’s Number: USA (ship is not part of any set; a limited-time, Limited Edition ship)
    Point Cost: 23
    Masts: 5
    Cargo: 4
    Base Move: S+L
    Cannons: 3L-3S-2L-3S-3L
    Link: John Barry, John Paul Jones
    Ability: Friendly American ships within L of this ship get +1 to their cannon rolls. French crew can use their abilities on this ship.
    Flavor Text: When the French were not able to take delivery of the first American-built 74-gun ship of the line due to British blockades, she was welcomed back to the United States with open arms. The mere sight of her produces joyous crowds, exuberant over their earned freedom and eager to pay homage to those who died in the Revolution. A new paint job and armament upgrades make her the finest ship in the fledgling United States Navy.
    Designed by A7XfanBen

    John Barry
    Nationality: American
    Collector’s Number: 888 (subject to change; part of my Pirates of the Age of Sail historical set)
    Point Cost: 7
    Link: USS America, United States, Delaware
    Ability: Captain. If a friendly ship begins a move action within S of this ship, it gets +S to its base move.
    Flavor Text: A father of the United States Navy, Barry became the first commissioned officer by the decree of Washington himself. His signal book from the days of the American Revolution has improved formation movements for an organization desperately in need of strong leadership.
    Designed by A7XfanBen

    John Barry crew card

    4th of July Promo: Buy USS America and get 20% off any other items in your order!

    #19011
    Chris
    Participant

    That’s a great looking ship & crew Ben! I’m looking forward to taking delivery of my copy in the near future!

    #19012
    Ben
    Keymaster

    That’s a great looking ship & crew Ben! I’m looking forward to taking delivery of my copy in the near future!

    Thank you!  Sending yours out today!

    #19016
    Algolmantis
    Participant

    Had a new ability thought watching today’s video, but baking it into the ship in was the main portion. Not really sure how it would impact the cost though it makes the ship reliant on keeping the crew alive. Granting access to the US for another canceller seemed interesting too.

     

    USS Alliance

    Nationality: American

    Point Cost: 19

    Masts: 4

    Cargo: 4

    Base Move: S+S

    Cannons: 3L-3S-3S-3L

    Link: Monsieur LeNoir

    Ability: Shipwrights on this ship may repair up to two masts with each repair action or remove one fire mast instead of the normal repair action. French crew can use their abilities on this ship.

    Flavor Text: A floating experiment, the Alliance (so named for the joint American and French efforts) boasts extra space allotments to sails and wood that allow talented shipwrights the ability to make repairs almost as soon as they are needed. The novel storage ideas were also easily adapted into improved firefighting efforts, though the ship design came at the cost of some agility and weaponry to others in her financial range.

    #19017
    Xerecs
    Moderator

    USS Alliance
    Nationality: American
    Point Cost: 19
    Masts: 4
    Cargo: 4
    Base Move: S+S
    Cannons: 3L-3S-3S-3L
    Link: Monsieur LeNoir
    Ability: Shipwrights on this ship may repair up to two masts with each repair action or remove one fire mast instead of the normal repair action. French crew can use their abilities on this ship.

     

    This is a fine ship, a bit expensive though. I’m not sure that allowing shipwright crew to remove a fire mast is that expensive, nor is allowing them to repair up to two masts. I think you could start this ship at 15 or 16 points for some testing.

    #19018
    Algolmantis
    Participant

    Do you think it’d be worth the cost instead if it just gave a +1 mast repair per shipwright (giving incentive for multiples to be taken)? 16 points and leaving it alone sound pretty good too though!

    #19019
    Xerecs
    Moderator

    Do you think it’d be worth the cost instead if it just gave a +1 mast repair per shipwright (giving incentive for multiples to be taken)? 16 points and leaving it alone sound pretty good too though!

    I don’t think that first idea would work, due to the no stacking rule. Unless you mean that the ship would be able to repair a number of masts equal to the number of shipwright crew assigned to her?

    Leaving it at 16 and keeping the rest of the abilities as-is is also an option to consider.

    #19224
    Ben
    Keymaster

    Pirates of the Golden Seas is now viewable on PSMList!  (complete with full card gallery)

    #19229
    Xerecs
    Moderator

    Revisiting a concept from before I started posting Farthest Shore, the Leviathan. Version 4 of the keyword to go along with the rough template I made a while ago:

    Leviathan
    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface. If submerged, a leviathan can move, but cannot shoot normally or be shot at. A submerged Leviathan may ram another ship, the rammed ship becomes pinned instead, and it may board. If on the surface a Leviathan may move and be given shoot actions as normal, it may ram another ship, the rammed ship becomes pinned instead, and it may board.

    A Leviathan may target submerged ships with a shoot action, regardless of its own submerged status. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6.

    When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack  allows a Leviathan to attack any one target (regardless of its submerged status and including submerged ships) with a 2L range and rank of 2, measured from the cannon on the leviathan’s head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    To go along with this keyword we have one of 6 planned Leviathans:

    Ebira
    Points: 30
    Segments: 7
    Cannons: 3S-3S-2L-3S-3S
    Cargo: 0
    Movement: S+S
    Ability: Leviathan.

    #19231
    Ben
    Keymaster

    A submerged Leviathan may ram another ship, the rammed ship becomes pinned instead, and it may board.

    This troubles me – how is the pinned ship supposed to retaliate?  It sounds like they can essentially be frozen in place indefinitely from the pin unless they can cancel the Leviathan keyword/etc.

    I assume the “it may board” refers to the Leviathan?  One could argue that is in reference to the rammed ship instead.  Perhaps “A submerged Leviathan may ram and board another ship; the rammed ship becomes pinned instead.”

    A lightning attack  allows a Leviathan to attack any one target (regardless of its submerged status and including submerged ships) with a 2L range and rank of 2, measured from the cannon on the leviathan’s head.

    Assuming I understand the intent clearly, this is how I would word it: “A lightning attack can be initiated even if the Leviathan is submerged, and allows a Leviathan a rank-2 attack against any one target (including submerged ships) within L+L of its head.”

    This is assuming “its submerged status” is in regards to the Leviathan, because if it’s in reference to any enemy submerged ship, that part is already covered by the part in parentheses.

    After a Leviathan resolves a move action, as a free action it may repair any one missing segment.

    This is very powerful, I could see it doing this repeatedly after an engagement goes poorly.  Just submerge and then repair for free en route to the next target… scary stuff!

    If I understand it right, I just find the potential lack of counters slightly alarming. You could stay submerged, pin an enemy, and then slam them with lightning until they have no masts, risking nothing in the process unless they have Canceller or “shoot at submerged”/etc.

    #19247
    Xerecs
    Moderator

    This is assuming “its submerged status” is in regards to the Leviathan, because if it’s in reference to any enemy submerged ship, that part is already covered by the part in parentheses.

    I may need to revise the wording again. A submerged Leviathan can shoot normally at any submerged ship (submarine, Sea Monster, etc), but while submerged a leviathan cannot use its regular cannons against a ship on the surface. The lightning attack can be used by a Leviathan while it is submerged or on the surface, and can target any enemy ship that is submerged or on the surface. For example, a surfaced Leviathan could target a submerged Sea Monster with the lightning attack, or a submerged leviathan could target a submerged submarine with the lightning attack.

    I assume the “it may board” refers to the Leviathan?  One could argue that is in reference to the rammed ship instead.

    Yes, it refers to the Leviathan being able to board the pinned ship.

     

    Does 30 points for the example leviathan feel fair or still too cheap for what the keyword can do as-is?

    #19248
    Xerecs
    Moderator

    The fifth version of Leviathan! Some wording has been changed to hopefully make things more clear, along with changing when a leviathan can ram an opposing ship.

     

    Leviathan
    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6. After a leviathan resolves a move action, as a free action it may repair any one missing segment.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface.
    If submerged a leviathan may be given move actions and cannot be shot at; a leviathan can attack submerged ships. While submerged, as part of a move action a leviathan may initiate a boarding party against an enemy ship up to S away without ramming.
    If on the surface a leviathan may move and be given shoot actions as normal, it may ram opposing ships (the rammed ship becomes pinned instead) and it may board. After winning a boarding action the leviathan may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

    When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack can be initiated even if the Leviathan is submerged, and allows a Leviathan a rank-2 attack against any one target (including submerged ships) within L+L of its head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    #19249
    Ben
    Keymaster

    a leviathan can attack submerged ships.

    I would clarify what this means – can shoot at submerged ships, can ram them, etc.

    After winning a boarding action

    I would change it to “boarding party”, but that’s more of just my opinion on it.

    Does 30 points for the example leviathan feel fair or still too cheap for what the keyword can do as-is?

    With the updated version, I think it could work now. I was most concerned about the possibility of getting pinned and having almost no recourse for it.

    #19250
    Xerecs
    Moderator

    I would clarify what this means – can shoot at submerged ships, can ram them, etc

    It would function similar to the abilities of Cadara and Shaihulud, without the submarine restriction. Hopefully the following clears it up.

    Leviathan
    A game piece with this keyword is a Sea Creature.

    Leviathans have 7 segments (six claws, one head); however Leviathans may not always have cannons assigned to all their segments. Only segments with cannons shown can shoot. A leviathan’s segments cannot be eliminated unless the cannon roll is a 6. After a leviathan resolves a move action, as a free action it may repair any one missing segment.

    At the beginning of your turn decide if a Leviathan is submerged or on the surface.
    If submerged a leviathan may be given move actions, it cannot touch other ships and cannot be shot at. While submerged a leviathan may be given shoot actions to target submerged ships. While submerged, as part of a move action a leviathan may initiate a boarding party against an enemy ship up to S away without ramming.
    If on the surface a leviathan may move and be given shoot actions (it may target submerged ships); it may ram opposing ships (the rammed ship becomes pinned instead) and it may board. After winning a boarding party the leviathan may eliminate a crew or steal a treasure (if cargo space permits), but it cannot capture crew and if it takes a unique treasure that treasure is eliminated.

    When a Leviathan is given a shoot action,you may choose whether that action is a normal shoot action or a lightning attack (it cannot perform both with a single action). A lightning attack can be initiated even if the Leviathan is submerged, and allows a Leviathan a rank-2 attack against any one target (including submerged ships) within L+L of its head. If the attack hits, eliminate up to two masts from the target ship, as well as any other ship in the line of fire with the attack.

    #19251
    Ben
    Keymaster

    Hopefully the following clears it up.

    Looks good to me!

    #19252
    Xerecs
    Moderator

    With the keyword now finalized, here are some of the other Leviathans!

    Aekel
    Points: 30
    Segments: 7
    Cannons: 5S-5S-4L-2L-4L-5S-5S
    Cargo: 0
    Movement: S+S
    Ability: Leviathan. If this leviathan succeeds at a boarding party, it may eliminate all of the other ships crew.

    Homaru
    Points: 30
    Segments: 7
    Cannons: 2S-2L-2S
    Cargo: 0
    Movement: L
    Ability: Leviathan. This leviathan gets +L to its base move when it has all of its segments.

    #19254
    Ben
    Keymaster

    Neat to see one with all 7 cannons.  Aekel could be particularly nasty with some speed boosting, S-boarding while submerged – especially with nothing to lose.

    #19276
    Xerecs
    Moderator

    Two more Leviathans, with the big one to come on Tuesday!

    Gammaru
    Points: 30
    Segments: 7
    Cannons: 5S-3S-2L-3S-5S
    Cargo: 1
    Movement: S+S
    Ability: Leviathan. This leviathan ignores terrain and islands when given a move action.

    Omarus
    Points: 28
    Segments: 7
    Cannons: 5S-2L-5S
    Cargo: 0
    Movement: L
    Ability: Leviathan. This Leviathan can only repair segments that do not have a cannon.

    #19283
    Xerecs
    Moderator

    The last leviathan!

     

    The Leviathan
    Points: 35
    Segments: 7
    Cannons: 2S-2S-2S-2L-2S-2S-2S
    Cargo: 0
    Movement: S+L
    Ability: Leviathan. Eternal.

    #19367
    Ben
    Keymaster

    First draft of new terrain: Shallow Water

    Submerged game pieces cannot move or be moved into shallow water.

    If a ship with 3 or more masts (when constructed) touches shallow water, she runs aground. Roll a d6; on a 1-2 eliminate a mast from the ship. When a ship is aground, one full action is required to free the ship; after the action ends, place the ship’s bow at the edge of this terrain; the ship can begin moving normally with her next move action.

    If a ship sinks in shallow water, mark the spot where the ship sank with a hull silhouette piece and move the ship’s deckplate and any non-crew cargo to a neutral area; the ship and her non-crew cargo are not eliminated or removed from the game. Ships sunk in shallow water do not block lines of fire or measurement. Ships with 3 or more masts (when constructed) cannot be placed in contact with ships sunk in shallow water, nor can they move or be moved over them.

    Example of appearance:

    Shallow water

    #19404
    Ben
    Keymaster

    The Claw of Archimedes

    The Claw of Archimedes - Pirates CSG custom equipment

    Type: Equipment
    Point Cost: 5
    Ability: This equipment can only be used inside forts, never on ships. If the fort this equipment uses is destroyed, eliminate this equipment from the game.

    Once per round when an enemy non-submerged ship ends a movement segment within range of the Claw or is already in range of the Claw (within 1S perpendicular to a fort wall), you may use this equipment. The first time the Claw is used, place it into one of the 4 fort walls. Move the Claw into contact with the enemy ship; the affected ship must stop moving immediately (any remaining movement segments are lost), and cannot be given move actions until until the Claw is retracted or the fort is destroyed. When the Claw is moved into contact with an enemy ship, roll a d6. On a 6, eliminate three masts from the ship; the ship sinks if it has less than three masts remaining. On a 4-5, eliminate two masts from the ship. On a 2-3, eliminate one mast from the ship.

    At any time during one of your turns, you may retract the Claw to break contact with an enemy ship. The Claw cannot be used on the same turn that a fort is built (because that play turn is over). The Claw may be moved from one wall of the fort to another – if there are crew in the fort, moving the Claw is a free action; if there are no crew in the fort, moving the Claw requires a full action and the fort cannot shoot or repair that turn.

    #19421
    Ben
    Keymaster

    Hi Woelf, if you see this I am checking out this thread and it made me think of my “super capture” historical Pirates, such as Black Bart and Black Sam Bellamy.

    The real trick will be to find a good middle ground. Keep some luck so it’s not always going to in favor of the big ships, but not so much that it’s completely random or rewards lucky insanity. You also have to make sure it’s not so easy to do or so game-breaking that it becomes the dominant tactic in the game. Short of redesigning the entire game, I don’t know if that’s even going to be possible.

    Curious as to your thoughts on these. What about:

    1. Basing the capture on a boarding score differential  (ex: If this ship wins a boarding party by a differential of 8 or more, you capture the other ship but she cannot be given actions this turn.)

    2. Only being able to capture non-derelict ships if they have no crew  (ex: If this ship wins a boarding party against an enemy ship that isn’t assigned any crew, you capture the other ship but she cannot be given actions this turn.)

     

    Currently I have the “nerfed” version as follows (from an edit made some years ago): This ship can tow a ship by touching a derelict in any location (not just the bow), and can immediately initiate towing after resolving any action.  (currently ~7 points on a couple custom crew)

     

    ~~~~~

    From the Proboards forum:

    marhawkman said:

    Eternal Dragon – 5 – Jade Rebellion

    Whenever this ship eliminates the last segment of a sea creature, instead of eliminating the sea creature, it gains the eternal keyword, becomes docked at your home island, becomes a member of your fleet, and its faction becomes Jade Rebellion. If Eternal Dragon is eliminated, all sea creatures affected by his effect are eliminated as well.

    This one is really interesting. I think you could possibly justify a cost of 5 if it got nerfed a little more.  I would add “removed” to the last part – “If Eternal Dragon is eliminated or removed from the game….”   That way, if their ship sinks, the sea creatures go with them as well.

    I know these probably aren’t the best for keeping it flavorful, but these alterations could also help:
    -Have it only apply to Sea Monsters, not all sea creatures (or some variant that excludes perhaps at least two sea creature types)
    -When he is eliminated or removed, eliminate all friendly sea creatures, whether or not they were “reanimated” by the crew or not.
    -“If this crew is cancelled, sea creatures affected in this way cannot be given actions that turn.”

    #19471
    Woelf
    Moderator

    Curious as to your thoughts on these. What about:

    1. Basing the capture on a boarding score differential  (ex: If this ship wins a boarding party by a differential of 8 or more, you capture the other ship but she cannot be given actions this turn.)

    2. Only being able to capture non-derelict ships if they have no crew  (ex: If this ship wins a boarding party against an enemy ship that isn’t assigned any crew, you capture the other ship but she cannot be given actions this turn.)

    I’m still not really a fan of abilities that would allow someone to capture a non-derelict ship, but maybe with some testing and tweaking it could be okay.   Basing it on a differential makes it pretty luck based between normal ships, but still gets skewed really badly when the 10-masters are factored in.  If those could be excluded somehow without it just looking arbitrary, the 8+ differential might work.

    Basing it on whether a ship carries crew really only makes Oarsmen even more essential as meat shields, but wouldn’t really change things much from how they’re already used to prevent capture by keeping a ship from being counted as derelict.

     Currently I have the “nerfed” version as follows (from an edit made some years ago): This ship can tow a ship by touching a derelict in any location (not just the bow), and can immediately initiate towing after resolving any action.  (currently ~7 points on a couple custom crew)

    Allowing a ship to tow derelicts while touching any part wouldn’t cause any drastic issues, especially if you stuck with the existing towing rules and had it merely remove the bow requirement.   2-3 points would probably be more than enough for that.

    From the Proboards forum:

    marhawkman said:

    Eternal Dragon – 5 – Jade Rebellion

    Whenever this ship eliminates the last segment of a sea creature, instead of eliminating the sea creature, it gains the eternal keyword, becomes docked at your home island, becomes a member of your fleet, and its faction becomes Jade Rebellion. If Eternal Dragon is eliminated, all sea creatures affected by his effect are eliminated as well.

    This one is really interesting. I think you could possibly justify a cost of 5 if it got nerfed a little more.  I would add “removed” to the last part – “If Eternal Dragon is eliminated or removed from the game….”   That way, if their ship sinks, the sea creatures go with them as well.

    I know these probably aren’t the best for keeping it flavorful, but these alterations could also help:
    -Have it only apply to Sea Monsters, not all sea creatures (or some variant that excludes perhaps at least two sea creature types)
    -When he is eliminated or removed, eliminate all friendly sea creatures, whether or not they were “reanimated” by the crew or not.
    -“If this crew is cancelled, sea creatures affected in this way cannot be given actions that turn.”

    Adding a contingency that it doesn’t work on sea creatures that come back by some other means (like a built-in Eternal) would be good.

    Beyond that, it’s a pretty niche ability, like Empress (the tiger in OE).    Powerful, but unless a player was known to use a lot of sea creatures, it wouldn’t be a major factor in games very often.

    Removing any creatures captured this way if you lose this crew is a decent idea, but specifically due to elimination or removal.  Cancelling would make it too easy to defeat.

    #19495
    Ben
    Keymaster

    Removing any creatures captured this way if you lose this crew is a decent idea, but specifically due to elimination or removal.  Cancelling would make it too easy to defeat.

    Makes sense, thanks for all the feedback.  I think this crew could be interesting as a +5 inclusion.  Though it’s possible it might see usage in a VASSAL campaign game before I end up using Li Quin again in a regular game.

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