Custom Ships (post your custom game pieces here!)

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  • #19497
    Ben
    Keymaster

    Very excited to finish a near-final draft of HMS Victory yesterday for Trafalgar Day!  (she will link to Lord Horatio Nelson of course)

    HMS Victory draft

    #19581
    Ben
    Keymaster

    Cabo Mayor lighthouse

    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. The effects of Mysterious Islands (including Great Turtles) are ignored if a lighthouse is present on the island.

    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 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 ship friendly to the current lighthouse controller is within L+L of the lighthouse, that ship 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.

    #19662
    Ben
    Keymaster

    Atakebune
    For my first custom ship type, I decided to go with something rather unique but still historical. These were Japanese warships active during the Age of Sail, with a focus on boarding and hand-to-hand combat rather than gunnery.
    The flag towards the bow has the Tokugawa crest on it, while the flags with black and white are based on the naval ensign of the Tokugawa Shogunate.
    https://en.wikipedia.org/wiki/Atakebune

    Atakebune #1

    Here is the new Atakebune keyword: (should be mostly finished; credit to Woelf for some assistance with it)
    “A ship with this keyword printed on its deckplate card has removable flags that are treated exactly the same as masts on a normal ship (they can be replaced by fire masts).
    This ship may be given move actions when it has no flags; its printed base move becomes S. When given a move action, this ship can rotate on her bow (the front of the ship) OR stern (the rear of the ship) in any direction as an additional, final movement segment (she cannot rotate on both bow and stern in the same move action).
    This ship gets +1 to her boarding rolls for every crew assigned to her. If this ship wins a boarding party, she may eliminate a mast from the enemy ship, steal one treasure, and eliminate one crew.
    This ship cannot be assigned treasure except for treasure taken via boarding party.
    Crew assigned to this ship do not count towards the ship’s point limit.
    If this ship has no crew, she cannot be given move actions.”

    I know it is rather extreme, but I wanted to capture the nature of the ships and what they were used for. In a couple playtesting games involving the first one I’ve made, I didn’t see any real need for changes. Of course, it may be revised in the future.

    Here is the first full custom Atakebune:
    Sengoku
    Nationality: Japanese
    Point Cost: 6
    Masts (flags): 3
    Cargo: 5
    Base Move: S+L
    Cannons: 5S-5S-5S
    Ability: Atakebune.
    Flavor Text: With feudal conflicts ongoing, many warlords have joined the naval arms race, seeking to be the ruler with the largest fleet of Atakebune.

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