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  • #1559
    Xerecs
    Moderator

    Only a few more of the Ionic crew, and then onto the Pirates!

    Kihwe
    Points: 9
    Ionic
    Ability: When this ship is given a shoot action, you may choose to reduce all her cannons to S and select a single target to which all cannons can draw a clear line of fire. Roll a d6; if the result is more than the rank of all of this ship’s cannons they all hit.

    Flavor: Kihwe can shoot the wings off of a fly, without killing it. He has trained every gunner on every serving Ionic ship, often times his presence no board spurs his protégées and students to greater feats.

    Urupan
    Points: 9
    Ionic
    Ability: Before you give this ship an action roll a d6. On a 6 this ships base move becomes D for this turn. This ship cannot be given an action on its next turn.

    Flavor: It is said that Urupan has discovered a way to fly. One would not think that a bulky man such as he would be capable of much grace, let alone flight. And yet sailors swear they have seen him soar over masts and yardarms, and on occasion, have seen the ship he is on lift from the water and soar through the sky.

    #1562
    Xerecs
    Moderator

    Two more! Only 7 more crew after these, and then onto the Pirates!

    Gukon
    Points: 4
    Ionic
    Ability: This ship may dock at an enemy home island and load one treasure. If able she must leave on her next turn.

    Flavor: Daring and sometimes reckless, Gukon was once a smuggler. Instead of being hung, he was conscripted into the navy to do the dirty work that they could not.

    Liha
    Points: 7
    Ionic
    Ability: This ship may shoot at submerged targets within L of her.

    Flavor: Liha has studied the sea, and what lives in it all her life. She can discern a submerged ship from a large beast just by looking at the surface water, or by listening to the hull below the water line.

    #1563
    Ben
    Keymaster

    So Kihwe is basically BA without the “no other abilities” part, and no extra damage. Seems like it would get complicated…
    Not sure about Urupan yet. Reminds me of Doragon the Magnificent, but this guy can elevate the ship he is on too… pretty wacky! I’m not sure how he would lift that much weight all of a sudden…. XD
    I think the latest two are overpriced – HI Raiding is better at 3 points IMO, and I’d be fine with Liha at 5 points. (existing ability to shoot at subs within S is definitely overpriced at 5… I like 3 for that one)

    Timarkos
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 8
    Ability: Ex-Patriot. Captain. Hoard.

    Flavor text: Skilled at sneaking cargo aboard his ship, Timarkos may soon face a reckoning. He is wanted for treason in Ireland, and the Barbary Corsairs have put a price on his head after too many of their galleys were looted by him and his crews. Always quick to seize the right opportunity, he has escaped to the South Pacific and bonded with some of the mercenaries there.

    Historical Custom of the Day #259

    Zheng Zhilong
    Jade Rebellion
    Crew
    11 points
    Ability: Captain. EA [Extra Action: Once per turn, roll a d6. On a 5-6, this ship may be given an extra action.]. This ship gets +1 to her boarding rolls. Pirate crew can use their abilities on this ship.

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

    #1564
    Xerecs
    Moderator

    I’m figuring that if the extra damage was included, Kihwe would be more expensive, and possibly OP, which I didn’t want.

    Urupan probably strays into broken or OP territory the most out of these 4, though I think his 9 point cost and ability wording keep it from being too ridiculous.

    Point cost adjustments on the way for Liha and Gukon.

    Timarkos is interesting. I could see pairing him onto one of the Mercenary tens from SS/RSS, or another mercenary ship with Dories on it.

    #1565
    Ben
    Keymaster

    Swift Attempt
    Faction Affiliation: American
    Rarity: SE
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 2S-3L-2S
    Ability: Windcatcher. Broadsides Attack.

    Flavor text: After becoming famous for one of the most successful heists in history, the crew of this vessel laid low for months. Knowing they will be caught if they try the same trick again, they have decided to pick guns over gold for their next mission.

    Historical Custom of the Day #260

    Shi Lang
    Jade Rebellion
    Crew
    10 points
    Ability: Captain. This ship gets +1 to her cannon and boarding rolls.

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

    #1566
    Xerecs
    Moderator

    Two more! Relevant keyword: Guardian— This piece is linked to all other pieces with this keyword.

    Tut
    Points: 5
    Ionic
    Ability: Ghost Ship. Black Mark.

    Flavor: Tut was recruited from the back alleys and slums of the Ionic capital, to carry out missions too ‘sensitive’ or ‘uncivilized’ for the navy. The navy has claimed she does not exist, but may have to acknowledge her soon, as rumors have surfaced of her involvement with the Cursed.

    Noxaa
    Points: 8
    Ionic
    Ability: Guardian. All of this ships cannons have L-range. This ship gets +1 to her cannon rolls against any non-Ionic ship.

    Flavor: An Ionic warlord, until he was recruited and shown a better way of living by Helyrex. Noxaa is possessed of great strength, and now a deeply ingrained code of honor.

    #1567
    Ben
    Keymaster

    Loimeriea Caroleus
    Faction Affiliation: France
    Rarity: C
    Type: Crew
    Point Value: 4
    Ability: This ship ignores terrain when given a move action. This ship can’t be pinned.

    Flavor text: The youngest first mate in the French Navy at just 17, Loimeriea doesn’t care what her fellow sailors think of her. Her only goal is to join her father (who is unaware of her existence) at the helm of a giant Mercenary ship in the distant future.

    Historical Custom of the Day #261

    Hendrick Lucifer
    Pirate
    Crew
    7 points
    Ability: Captain. Smokepot Specialist. This ship gets +1 to her boarding rolls.

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

    #1568
    Xerecs
    Moderator

    Interesting flavor text on the Frenchwoman, will we see her father at some future date?

    Two more!

    Guardian— This piece is linked to all other pieces with this keyword.

    Helyrex
    Points: 3
    Ionic
    Ability: Guardian. Re-roll.

    Flavor: Helyrex is commander of the Guardians, a multi-national society, which seeks to better the world from the shadows. Their reach is far, and they have agents in every corner of the world.

    Draxon
    Points: 10
    Ionic
    Ability: Guardian. This ship cannot be shot at while docked. This ship gets +1 to cannon and boarding rolls. Link: D’kar

    Flavor: A master of firearms and all manner of bladed weapons, Draxon is the trainer of the Guardians. It is his job to train new recruits and prepare them for the tasks that lie in store for them.

    #1569
    Ben
    Keymaster

    Interesting flavor text on the Frenchwoman, will we see her father at some future date?

    Nobody knows….

    Draxon

    What? I released Draxon a while ago! He’s one of the big Mercenary crew of Epic Seas! XD

    Stormy Waters
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 12
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3L
    Ability: Turtle Ship. Once per turn if this ship is touching terrain, you may move one enemy ship within S of this ship so that it touches the same terrain piece.

    Flavor text: Like a thief in the night, the crew of this vessel have learned how to harness the weather to their advantage. Taking cues from the unholy Cursed, they are beginning to manipulate their opponents in unnatural fashion.

    Historical Custom of the Day #262

    Pieter Ita
    Dutch
    Crew
    6 points
    Ability: Captain. This ship gets +1 to her d6 rolls against the Spanish. Pirate crew can use their abilities on this ship.

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

    #1570
    Xerecs
    Moderator

    What? I released Draxon a while ago! He’s one of the big Mercenary crew of Epic Seas! XD

    Case of same name, different person it seems. My Drazon is derived from this Hydraxon–>

    Big news! The last Ionic crew! These three are the last named crew the Ionics receive, until the SE/LE section of the set. In addition to the named crew, they would receive a full complement of generic crew, such as captains, helmsmen, mustekeer’s etc. Anywho, the last three!

    Guardian— This piece is linked to all other pieces with this keyword.

    Botar
    Points: 12
    Ionic
    Ability: Guardian. Once at the beginning of each of your turns roll a d6. On a 6 as a free action, dock this ship at any wild or un-explored island.

    Flavor: A giant of a man, Botar inspires fear in all, even among his fellow guardians. He is the one who is called on when one of them breaks their silence, reveals their secrets or betrays them. What he does with them once he’s caught them only he knows.

    Dume
    Points: 4
    Ionic
    Ability: Parley. Re-roll

    Flavor: Dume has ruled over the Ionic people for as long as many of them can remember. His age brings a great wisdom, and he is often able to get things he wants without having to give up too much.

    Mata-Nui
    Points: 11
    Ionic
    Ability: Limit. Copying. Link: All Ionic ships.

    Flavor: Whether this being is the actual manifestation of the Ionic deity, or is a madman is unknown. He inspires devotion and worship, akin to prophets of other religions.

    #1575
    Ben
    Keymaster

    Case of same name, different person it seems. My Drazon is derived from this Hydraxon–>
    https://bionicle.fandom.com/wiki/Hydraxon

    Shouldn’t his name be Drazon or Hydraxon then?

    Eruadan Camus
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Unholy Light. Parley.

    Flavor text: Although he’s more a scholar than a true Viking, Camus is often sought out by Norse captains for advice. Having perfected his methods, spying is now his main occupation. He is also an expert negotiator, and manages to talk his way out of incidents even after it has been proven that he has snuck around and stuck his prying eyes where they don’t belong.

    Historical Custom of the Day #263

    Nicholas Clough
    Pirate
    Crew
    3 points
    Ability: Loyal: Pirate. Once per turn as part of a move action, this ship can randomly take one treasure from any ship up to S away from her.

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

    #1576
    Xerecs
    Moderator

    Shouldn’t his name be Drazon or Hydraxon then?

    Oops, mis-typed. The crew’s name is Draxon, the character he’s based on is Hydraxon. Reason I didn’t call him that is because I don’t want the Lego group coming after me for copyright infringement. Some of the characters I’ve kept their names the same as their source inspiration, and others I’ve scrambled a little, so that it’s not as obvious I’ve used names.

    #1577
    Jonathan Bowen
    Participant

    Hello!

    Yes, it’s almost midnight here. Let’s just get america over with.

    Relevant Keywords:

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

    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.

    Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship

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

    16. USS Festus
    Points: 12
    Masts: 2 (square)
    Cannons: 4S,4S
    Cargo: 2
    Base Move: S+S
    Ability: Battleship.
    Link: Lt. Samuel “Sammy” Leonard

    17. Lt. Samuel “Sammy” Leonard
    Points: 4
    Ability: Shipwright. Firepot Specialist.
    Link: USS Festus

    18. Anne Bethany
    Points: 6
    Ability: Fleet Admiral.
    Link: USS Parthenos

    19. USS Parthenos
    Points: 18
    Masts: 4
    Cannons: 2S,2S,3S,4L
    Cargo: 4
    Base Move: L
    Ability: Once per turn, you may give any one ship in your fleet +1 to her cannon rolls
    Link: Anne Bethany

    20. “Rattlesnake” Jake Ryder
    Points: 13
    Ability: Loyal: America. Repeating Guns.

    So that wraps up the first two factions from Seas of Doom; My next post will be of the edited or fixed pieces from this set. Probably tomorrow if I’m not a forgetful derp ?
    See y’all then

    -J. W. Darkhurst

    #1578
    Ben
    Keymaster

    Urathriel Lorthod
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Crew
    Point Value: 8
    Ability: Ex-Patriot. All of this ship’s cannons have L range. When this ship rolls a 6 to hit, also eliminate one cargo from the enemy ship. Cursed crew can use their abilities on this ship.

    Flavor text: Heavily influenced by Clandesis and the Archfiend Demoncense, Lorthod is increasingly becoming more evil as time passes. He is adept at finding weak spots in the hulls of enemy ships, gleefully watching his gun crews kill and maim. Recently he has been seen taking aboard various inhuman crew….

    Historical Custom of the Day #264

    Philip Roche
    Pirate
    Crew
    4 points
    Ability: Massacre. This ship gets -3 to her reef rolls.

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

    #1579
    Jonathan Bowen
    Participant

    Hello, everyone!

    Here’s the edit post I promised. It’s surprisingly short ?

    Relevant Keywords:

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

    2. Repeating Guns: When this ship is given a shoot action, you may declare that she is using repeating guns. If all cannons hit during that shoot action, each cannon may shoot again. (This action does not count towards the two action limit) For each cannon that misses on its second shot, eliminate one mast or cargo from this ship.

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

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

    England:

    15. HMS Gil-Adriel
    Points: 8
    Masts: 2
    Cannons: 4S,4S
    Cargo: 2
    Base Move: L
    Ability: Ability text on Cursed pieces cannot affect this ship.

    (edit: Point cost decreased from and ability text wording improved)

    16. HMS Everjust
    Points: 17
    Masts: 4
    Cannons: 2S, 3L, 3L, 2S
    Cargo: 4
    Base Move: S+S
    Ability: Clipper Ship. Crew of any nationality may use their abilities on this ship.
    Link: Master-at-Arms Wesley Dorrian

    (edit: error with mast/cannon total has been fixed)

    17. Master-at-Arms Wesley Dorrian
    Points: 7
    Ability: SAC. Once per turn, before giving this ship an action, roll a d6. On a result of an odd number, this ship gets +1 to cannon rolls for that turn. On a result of an even number, this ship gets +1 to boarding rolls for that turn.
    Link: HMS Everjust

    (edit: comma in name has been omitted, and “a shoot action”, has been replaced with “an action”)

    18. RNS Celestial Fire
    Points: 16
    Masts: 5
    Cannons: 3L,3L,3L,3L,3L
    Cargo: 3
    Base Move: L
    Ability: Repeating Guns.

    (edit: point cost decreased from 20)

    America:

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

    (edit: EA has been replaced with SAT)

    8. Théoden of Rohan
    Points: 6
    Ability: Captain. Reroll.
    Link: Tapestry of Rohan

    (edit: point cost has been decreased from 7)

    15. USS 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.

    (edit: name has been changed from “USS 12th Legion” to “USS Legion”)

    These are the pieces that I know received constructive criticism. If there’s any other pieces that need adjustment, let me know how and I can officially make the edits on my Google Doc.
    Tomorrow will be the first of the next faction: The Pirates!

    -J. W. Darkhurst

    #1580
    Xerecs
    Moderator

    Two missed days means double, so the first 4 pirate pieces!

    Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.

    Shadow’s Hand
    Pirate
    Points: 19
    Masts: 5
    Cannons: 3S-2L-2L-2L-3S
    Cargo: 5
    Movement: S+S
    Ability: Dark Hunter. Fog-Hopper.

    <strong>Cor’dahk
    Pirate
    Points: 20
    Masts: 5
    Cannons: 2S-2L-2L-2L-2S
    Cargo: 3
    Movement: S+L
    Ability: Dark Hunter. When this ship rolls a 6 on a shoot action, eliminate a mast as normal and also replace a mast on the target ship with a firemast.

    Toa’s Bane
    Pirate
    Points: 16
    Masts: 4
    Cannons: 2S-3L-3L-2S
    Cargo: 4
    Movement: L
    Ability: Dark Hunter. This ship gets +1 to her cannon rolls against Ionic ships.

    Screecher
    Pirate
    Points: 17
    Masts: 4
    Cargo: 3
    Cannons: 3S-4S-4S-3S
    Movement: S+S
    Ability: Dark Hunter. Give this ship a shoot action. A sound wave S wide and 2S long leaves this ship in one direction. Eliminate a mast from every ship in the path of the wave. Eliminate one of this ships masts and cargo.

    #1581
    Ben
    Keymaster

    I LOVE the Shadow’s Hand, partly because it reminds me of various customs I’ve made (Smoke’s Hand, Mirage, Shadow’s Death, etc – though the latter for name only).

    With the Dark Hunter keyword, just remember what Woelf said about custom keywords that don’t add much new stuff. (keywords or existing abilities within a keyword = not great) Since it’s a sub faction I suppose it works, it’s just a matter of remembering the abilities (mainly +2 to boards) and tacking them onto the cost.

    I have a feeling Cor’dahk is worth at least 22, but I think 20 is high enough to start at. Another awesome ship, I love that new ability. I feel that the other 5 masters that move S+L are costed about right, and this one is amazing at combat.

    I like the drawback on the Screecher, and think the cost is about right. Good job on these, especially those 5’s. 😀

    Gladewater
    Faction Affiliation: French
    Rarity: SE
    Type: Ship
    Point Value: 16
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 3L-4L-3S
    Ability: Double Catamaran. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move. Mercenary crew may use their abilities on this ship.

    Flavor text: This unique defensive powerhouse has been piloted by the French down to the southern Pacific. Here some local natives volunteered to join the crew, further improving her agility and effectiveness.

    Historical Custom of the Day #265

    Murat Reis the Younger
    Barbary Corsair
    Crew
    12 points
    Ability: Captain. This ship gets +1 to her cannon rolls. If this ship wins a boarding party, she may take as much treasure from the other ship as she can carry OR capture the crew with the highest point cost instead of eliminating it. A captured crew becomes cargo worth its point cost in gold when unloaded at your home island.
    Link: Sulayman Reis

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

    #1582
    Ben
    Keymaster

    “Accident”
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 16
    Number of Masts: 4
    Cargo Space: 5
    Base Move: L
    Cannons: 5S-4L-3L-4S
    Ability: Once per turn, roll a d6. On a 4-6, you may eliminate up to 2 masts and 2 crew on any ship within S of this ship.

    Flavor text: Disguised as a Spanish merchant galleon, the gleeful crew of this nasty Cursed vessel have a penchant for tricking their victims into thinking that something legitimately went innocently wrong. Only after realizing their buffoonery do their enemies surrender their valuables at the tip of Cursed blades, or die in the ensuing explosion when the ship is blown to pieces by explosives planted by Cursed operatives.

    Historical Custom of the Day #266

    Sulayman Reis
    Barbary Corsair
    Crew
    10 points
    Ability: Captain. AA. Dutch crew can use their abilities on this ship.
    Link: Zymen Danseker, Murat Reis the Younger

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

    #1591
    Ben
    Keymaster

    Cauldron
    Faction Affiliation: Jade Rebellion
    Rarity: R
    Type: Ship
    Point Value: 6
    Number of Masts: 1
    Cargo Space: 4
    Base Move: T
    Cannons: 2S
    Ability: Turtle Ship. This ship cannot move on its own and must be towed using the Flotilla keyword rules. Cursed crew can use their abilities on this ship.

    Flavor text: A massive iron cauldron sits in the hold of this little ship, weighing her down so much that not even the best rowers in the East can move her. She is towed into battle, upon which Cursed banshees and fiends occasionally spring from the cauldron. Auzerais is concerned that the ship’s reputation is making it look like the entire Jade Rebellion is in league with the Cursed, which couldn’t be farther from the truth.

    Historical Custom of the Day #267

    Captain Crapo
    Pirate
    Crew
    8 points
    Ability: Captain. Oarsman. This ship gets +1 to her d6 rolls against English ships. If this ship is within S of an enemy ship when this ship is given a move action, she gets +S to her base move.

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

    #1596
    Ben
    Keymaster

    Plessius of Arkana
    Faction Affiliation: Barbary Corsair
    Rarity: U
    Type: Crew
    Point Value: 6
    Ability: Once per turn you may eliminate one of this ship’s cargo to give up to two friendly Barbary Corsair ships within S of this ship +1 to their cannon rolls this turn and +S to their base moves this turn.

    Flavor text: The ultimate helper, this timid philosopher has ways that seem natural only to the dreaded Cursed. However, he has only been seen on Barbary ships thus far, and therefore the Lotus Queen is using him to advance the fleet.

    Historical Custom of the Day #268

    Robert Deal
    Pirate
    Crew
    4 points
    Ability: Helmsman. This ship gets +1 to her d6 rolls against 1 masters.
    Link: Charles Vane

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

    #1602
    Xerecs
    Moderator

    Wow, missed three days, so mega post incoming! We’re essentially viewing the rest of the ships the Pirates receive in Sphereus Magna, and I’m fairly certain some of them will generate some discussion. 😀

    Shadow Stalker
    Pirate
    Points: 16
    Masts: 3
    Cargo: 3
    Cannons: 4S-4S-4S
    Movement: L
    Ability: Dark Hunter. If this ship is in a fog bank, she may be given shoot actions to target enemy ships outside the fog bank. Draw lines of fire from the d6 printed around the edges of the fog bank.

    Flavor: The crew of the Shadow Stalker are experts at subterfuge and misdirection, often confusing enemies in battle. Their affinity for striking under cover of darkness and from fog on the high seas only adds to their mystique and the fear they inspire.

    Madness
    Pirate
    Points: 20
    Masts: 3
    Cargo: 4
    Cannons: 2S-3L-3L-3L
    Movement: L
    Ability: Dark Hunter. Bombardier. At the beginning of each of your turns roll a d6 for every ship within L of this ship. On a 5-6 eliminate a mast on that ship.

    Flavor: The Madness has a peculiar air about it, those who get too close to the vessel are overcome with an uncontrollable urge to destroy, which they often do to their own ship leaving them defenseless as the crew of the madness slips aboard and takes what they want.

    Smokescreen
    Pirate
    Points: 18
    Masts: 3
    Cargo: 3
    Cannons: 3S-3S-3S
    Movement: S+S
    Ability: Dark Hunter. Once per turn instead of giving this ship an action, roll a d6. On a 5-6 do not give this ship an action; instead choose two fog banks not in play. Place one S away from this ship and the other S away from any wild island.

    Flavor: The Smokescreen often accompanies larger groups of pirates to cover them if things go bad. Her unnatural ability to draw fog and gloom to her has made even the bravest and hardiest of pirates uneasy in her presence.

    Treachery
    Pirate
    Points: 16
    Masts: 3
    Cargo: 4
    Cannons: 2S-2S-2S
    Movement: S+L
    Ability: Dark Hunter. At the beginning of the game roll two d6. The result is the number of turns this ship is a part of your fleet. When the turns have passed this ship and all crew or cargo aboard her become a part of the opposing player’s fleet.

    Flavor: The captain of the Treachery changes with the wind. More than once the crew have mutinied several times in a single day, executing and killing officers and captains until only a bare bones crew remains to man the ship.

    Arsenal
    Pirate
    Points: 14
    Masts: 2
    Cargo: 5
    Cannons: 2L-3S
    Movement: S+S
    Ability: Dark Hunter. At the beginning of each of your turns choose an equipment in play. This ship has that equipment for this turn. You may make a different choice each turn.

    Flavor: The Arsenal specializes in stealing weaponry used by imperial factions and selling them other pirates. They often keep the best ‘toys’ for themselves, which has on more than one occasion saved them from sticky situations.

    Phantom
    Pirate
    Points: 15
    Masts: 2
    Cargo: 3
    Cannons: 3S-3S
    Movement: S
    Ability: Dark Hunter. Two hits in the same shoot action are required to eliminate one of this ships masts. Once per turn before you give this ship an action, roll a d6. On a 6 this ships base move becomes D for this turn.

    Flavor: Often confused with the more famous Cursed ship of the same name, the Phantom is just that, a phantom. Ships have tried to shoot at her, only to see that she has vanished from sight, or their cannonballs bounce off of her hull.


    Shadow Thief

    Pirate
    Points: 20
    Masts: 1
    Cargo: 3
    Cannon: 4S
    Movement: S+L
    Ability: Dark Hunter. If an enemy ship is within S of this ship, you can use this ship’s action for the turn to try to possess that ship. Roll a d6; on a result of 6, the target ship is immediately assigned to your fleet.

    Flavor: Those who come too close to the Shadow Thief often find themselves slaved to the will of the ship’s crew. No one is sure how the Shadow Thief is able to do this, but one thing is sure, once you are enslaved, there is no escape.

    Death’s Grace
    Pirate
    Points: 12
    Masts: 1
    Cargo: 4
    Cannon: 3S
    Movement: L
    Ability: Dark Hunter. Eternal.

    Flavor: The Death’s Grace swoops in upon a battle after all the fighting has stopped, often fulfilling her namesake, and taking with her what the dead cannot take with them.

    #1603
    Ben
    Keymaster

    Shadow Stalker would probably get complicated. It almost acts as a range extender if you measure from the outside edge of the fog bank.
    I like the inspiration for Madness, but I think it should be about 23 points to start at.
    Smokescreen is really cool.
    Treachery is really cool, great idea with that one! It does bring up the “predictability” aspect also present in EE resource rolls though – it’s a bit less exciting if everyone knows when the change will happen. Some additional explanation would be required too – what happens in multiplayer? Roll again with numbers for the other players, or maybe player to the left or right? I think two changes are worth considering, or usable on a different custom with the same kind of ability (I might experiment with it): perhaps make it change allegiance when you roll a 1 (roll a d6 at the beginning of each turn, change fleets on a 1), and allow it to change fleets multiple times in a game. (the first change would enable the second, and make it more crazy since people wouldn’t be able to anticipate “nice I get this ship in 3 turns”)
    Love the Arsenal. You could even “exploit” it and use different Letters of Marque/Soul Mark to coast through a multi-faction game. XD
    The new Phantom isn’t too good, but the cost may be right. A 10 master copying the flying/teleportation ability is an ugly possibility.
    Not sure yet about Shadow Thief. I think the drawbacks of the ability are severe enough perhaps, but it’s still a rough thought to think about that ship empty stealing a fully loaded 10 master (~60+ points or more sometimes) for a 40 point swing in the game. She kind of reminds me of the Ship and Port Burners – horribly inefficient in many ways, but breakable with the right luck. Again, one die roll shouldn’t determine the outcome of a game, so it’s just kind of an extreme thing to play with. It’s also a little frustrating when the flavor constantly says “nobody knows how she does it” for every bizarre crazy powerful ability (OK not all of them haha, but sometimes the “mystery” just becomes an excuse for excessive amounts of “magic”).
    Death’s Grace is solid, but the flavor makes it seem like she’s more of a fighter. 8 points for 3 cargo would be more playable and less obvious of a gold runner role. Or make her a longship for some extra firepower.
    One thing is the names – we’ve seen a Madness and Treachery, and you have your own supercustom Phantom. Not a big deal, but can be a little confusing. I know it’s not your style as much, but sometimes I add “flair” to names by adding extra stuff to them. __’s Treachery (first mutineer’s name or something); “Madness of ___” (place or captain name) can help differentiate and add flavor to the names. (not saying you need to)

    Spur
    Faction Affiliation: American
    Rarity: R
    Type: Ship
    Point Value: 8
    Number of Masts: 1
    Cargo Space: 2
    Base Move: S+L
    Cannons: 3S
    Ability: Galley. This ship gets +S to her base move when towing.

    Flavor text: Having led horses to heroic deeds on the battlefields of the American frontier, the oarsmen of the Spur know just how to work harder when pulling a heavy load.

    Historical Custom of the Day #269

    Zheng Jing
    Zheng Jing
    Jade Rebellion
    Crew
    10 points
    Ability: Captain. This ship gets +1 to her boarding rolls for every crew assigned to her. This ship gets +1 to her d6 rolls against land entities. This crew can use their abilities on Pirate ships.

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

    #1606
    Xerecs
    Moderator

    Okay then! modifications coming for the Treachery. I’ll probably re-word the ability to work multiple times in a game. For multi-player scenarios, I think just going right to left (counter-clockwise) would be fine.

    I can modify the DG to bring down her point cost, but I think I’ll keep the rest of her as-is. I don’t want to make a ‘too perfect’ eternal ship. 😀

    The shadow thief takes inspiration from a book of a similar name, wherein there’s a character who can control other people by stealing their shadow. I couldn’t think of a better way to explain that in flavor text, and my original idea for the flavor revolved around stealing a soul.

    #1607
    Ben
    Keymaster

    there’s a character who can control other people by stealing their shadow

    Keyword “people”. 😉 OK I’ll try not to get too snarky. XD

    I do think it would work better as some kind of crew Possession though – a great opportunity for a modified version of that ability. I think doing that would solve the problems all at once – lower the cost and make it more practical/efficient but also less OP at the same time. (for modifications, I think making it on rolls of 5-6 or not having to give up the action either way (or both) would help justify the original overpriced cost of 8)

    I find it interesting that you have a lot of ships whose inspiration are people or human-like figures. It makes sense given that this game has more ships than crew and that there aren’t a high quantity of actual fantasy ships to draw from (compared to characters), but I usually find it easier to just keep characters as crew rather than trying to convert them into “things”. In this case the Shadow Thief could be a crew with the Possession ability (possibly modified to make them stand out and/or additional attributes based on the character). Keeping it a ship but making it crew Possession would be less game-breaking/useless than being able to steal ships.

    Your concept reminds me of a combo I made just this week that I’m excited about. However, it’s pretty rough and could use some feedback.

    Dream Master
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Crew
    Point Value: 7
    Ability: Once per turn you may take control of one enemy crew until the beginning of your next turn.
    Link: Dream Weaver, Dream Weaver II

    Flavor text: Having spent a fortune on mind reading techniques, seeing psychics, and basking in the heat of a 10 year journey through southern Asia to live with monks and gurus, the Dream Master finally discovered “the secret”. He is able to influence the subconcious of those around him, occasionally taking over to the point where they do his bidding. News of his bizarre expertise has reached the Cursed, who are preparing to offer him a massive lump sum (in stolen loot, of course) to obtain his “services”, which he claims are not for hire.

    He’s basically another “big” independent crew who mostly operates on his own and isn’t part of a nationality or group. (big meaning important/famous/powerful/etc)

    I’m not sure how to word his ability properly. Basically you’d be able to use whatever abilities the crew had, as if they were your own. Ex: If an opponent’s ship was given a move action and had a captain, by controlling the captain you could choose if they shot or not, what the targets are, etc. Or simply use it to shut down the crew for the round and not have them get used at all (like they are dreaming while asleep instead of at their post). I think there would have to be a giant Pirate Code entry for this idea though. Thinking about something like All-Powerful, it would get weird on rolls of 5-6. Or using a Possession crew to possess the Dream Master in some kind of strange alliance. XD Lots of possibilities, many of them confusing. I had him at 5 figuring it wasn’t much better than cancelling, but just bumped it to 7….

    Dream Weaver
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 20
    Number of Masts: 4
    Cargo Space: 4
    Base Move: S+S
    Cannons: 3S-4L-4L-4S
    Ability: Mercenary. Once per turn you may take control of one enemy crew within L of this ship until the beginning of your next turn.
    Link: Dream Master

    Flavor text: The first and primary ship of the Dream Master, the Dream Weaver is an average vessel with an exquisite interior. Her lack of firepower and exceptional handling is more than made up for by her spacious and luxurious quarters. That said, apparently the Dream Master is looking to take on a more expert crew to help him achieve his mysterious goals….

    Dream Weaver II
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 17
    Number of Masts: 4
    Cargo Space: 3
    Base Move: S+L
    Cannons: 5S-3LL-3LL-5S (not typos, middle cannons have range of L+L)
    Ability: Mercenary. Schooner. This ship gets +S to her base move if she is within S of an island at any point during a move action.
    Link: Dream Master

    Flavor text: The Dream Master wanted a backup ship, and found one in this speedy but pricey new schooner. He rarely sets foot aboard, but keeps her safe in the Philippines if something were to happen to his beloved flagship. Looking after the ship is a small crew tasked and educated with the art of evasion and escape.

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

    #1608
    Ben
    Keymaster

    Unicorn Pearl
    Faction Affiliation: French
    Rarity: R
    Type: Ship
    Point Value: 9
    Number of Masts: 1
    Cargo Space: 4
    Base Move: S+S
    Cannons: 4S
    Ability: This ship gets +2 to her boarding rolls. If this ship carries the Unicorn Pearl Unique Treasure, this ship cannot sink or be scuttled.

    Flavor text: Driven onwards by the task assigned to them by the Queen of France herself, the crew of this sloop have maximized the efficiency of their hand-to-hand combat. Only after they find the ship’s namesake can they rest. (and get paid!)

    Unicorn Pearl
    Type: Unique Treasure
    Ability: You may load this treasure face down. This treasure is worth 10 gold when unloaded at your home island. Once a player sees this treasure, they may turn it face up for the remainder of the game. When face up, enemies get +1 to their cannon and boarding rolls against this ship.

    Flavor text: Rumored to be valuable beyond belief or containing ancient power fit for an emperor, this small gemstone is one of the most sought after treasures in all the epic seas of the world.

    Historical Custom of the Day #270

    Lars Gathenhielm
    Lars Gathenhielm
    Pirate
    Crew
    9 points
    Ability: Captain. Once per turn give any ship in your fleet +1 to all of her cannon rolls. This crew can use its abilities inside Pirate forts.
    Link: Ingela Hammar

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

    #1609
    Xerecs
    Moderator

    Interesting concept with the Unicorn Pearl. I think that JW has a similar concept with some of his SR/LE ships in his sets.

    Missed two days, so a double! We’ve now seen all the Pirate ships, onto the crew!

    Dark Hunter— Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.


    Shadowed One

    Pirate
    Points: 12
    Ability: Dark Hunter. Give this ship a shoot action. A beam S wide and 2L long leaves this ship in one direction. Replace up to two masts with fire masts for every ship in the path of the beam. This ship cannot be given an action on its next turn.
    Link: Sentrak, all Dark Hunter ships

    Flavor: A cunning and brutal man, the Shadowed One’s past is shrouded in mystery. Where he came from and how he rose to command the Dark Hunters is unknown, but what is known is his ravenous hunger for power and ancient relics, as the power of the Dark Hunters grows, so too does his own.


    Lariska

    Pirate
    Points: 6
    Ability: Dark Hunter. This ship cannot be pinned. Once per turn this ship may look at all face down cargo on any ship or island within L.

    Flavor: The Shadowed One’s right hand and master spy, Lariska is skilled at finding hidden things, and making men disappear, often using her charm and beauty to lure enemies to their doom.


    Nidiki

    Pirate
    Points: 8
    Ability: Dark Hunter. Every time this ship is given a move action, roll a d6. On a 5-6 this ship gets +L+L to its base move.
    Link: Kerkah

    Flavor: Cunning and devious, friends and foe alike have learned to never turn their back on him. Nidiki sold out his Ionic compatriots and joined up with the Dark Hunters in a bid for power. The Shadowed One has paired him with Kerkah to keep his devious plotting in check.


    Kerkah

    Pirate
    Points: 7
    Ability: Dark Hunter. This ship gets +2 to her cannon rolls if a captain and helmsman crew are assigned to this ship.
    Link: Nidiki

    Flavor: Kerkah is as stupid as he is strong. What he lacks in intelligence he makes up with loyalty to the Shadowed One. He has been paired with Nidiki to keep his partners more treacherous tendencies in check.

    #1610
    Ben
    Keymaster

    El Capitán Rojo
    Faction Affiliation: Spanish
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: Captain. When this ship hits an enemy ship, you may also eliminate one crew from that ship.

    Flavor text: Known as “The Red Captain” for steeping entire enemy hulls in blood, this man was inspired by The Inquisitor.

    Historical Custom of the Day #271

    Ingela Hammar
    Pirate
    Crew
    3 points
    Ability: Filching Gold. Ship treasure trading. [Once per turn, if this ship carries treasure and is within S of an enemy ship, you may randomly trade one treasure with that ship.]
    Link: Lars Gathenhielm

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

    #1616
    Ben
    Keymaster

    Wrath
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 22
    Number of Masts: 5
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2L-3S-3S-3S-2L
    Ability: This ship gets +1 to her boarding rolls for every crew assigned to her. When this ship rolls a 6 to hit, also eliminate one cargo from the enemy ship.
    Link: Bloodbeard

    Flavor text: The flagship of the legendary Bloodbeard, the Wrath has taken countless prizes and destroyed the lives of countless commodores through the years. With a crew increasingly made up of despicable scoundrels and even Cursed fiends, it looks like her reign of terror is only just beginning….

    Bloodbeard
    Faction Affiliation: Pirate/Cursed
    Rarity: R
    Type: Crew
    Point Value: 7
    Ability: Captain. Massacre. Black Mark.
    Link: Wrath

    Flavor text: Styling himself after the legendary Blackbeard, this brutal pirate bore an uncanny resemblance to his hero before countless massacres has stained his beard red with blood. Though gracious to his own crews, he relishes the chance to personally lop off dozens of heads after an enemy ship makes the mistake of surrendering. No longer a “petty pirate”, he has officially joined the Cursed as a part time officer in their ranks.

    ~~~~~

    Historical Custom of the Day #272

    Bernard Claesen Speirdyke
    Pirate
    Crew
    3 points
    Ability: HI Raider.
    Link: Mary and Jane

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

    #1618
    Xerecs
    Moderator

    The dual nationality thing is really interesting. I’d love to see how that is handled during a campaign. Question though, why does he have black mark, since he’s already able to use his abilities on Cursed ships due to his dual nationality.

    I really like the Wrath. Good speed for a 5, and decent cargo too. With her combination of abilities, I’d try to make some kind of boarding focus, like S-Board, or Gold capture. With her high cost, and clever usage of linked crew, you could probably get +5 to your boarding rolls with her BEFORE you rolled a die. 😀

    Missed a day again, so double!


    Dark Hunter
    — Denotes as part of the Dark Hunter sub faction. Hostile: Ionic. This ship gets +2 to boarding rolls.


    SAT
    — Same Action Twice/Born Leader


    Sentrak

    Pirate
    Points: 7
    Ability: Dark Hunter. Once per turn when you give this ship a shoot action, choose one target within range. That ship is considered ghostly for two turns.
    Link: Shadowed One

    Flavor: Silent and unfeeling, Sentrak is the Shadowed One’s bodyguard, and the closest thing to a friend he has.


    Trygla

    Pirate
    Points: 14
    Ability: Dark hunter. Once per turn before you give this ship an action, roll a d6. On a 6 replace this ship with another ship of the same nationality as this crew.

    Flavor: Trygla never returns on the same ship he set out with, usually having betrayed his crew and left them to their doom. The Shadowed One only tolerates his tendencies because he always brings a fresh ship and crew back with him, usually along with whatever he was sent to steal.


    Piraka Hunter

    Pirate
    Points: 6
    Ability: Dark Hunter. This ship gets +1 to cannon rolls against ships and game pieces with the Piraka keyword.

    Flavor: The Piraka Hunter’s sole purpose is to hunt down the six Piraka, who deserted from the Shadowed One’s fleet. He will not rest until their heads hang from the yard arms of his ship or at the feet of the Shadowed One.


    Trainer

    Pirate
    Points: 7
    Ability: Dark Hunter. SAT.

    Flavor: Not every pirate is up to the Dark Hunter standards when they join. It is the duty of Trainer to train them and make them better at their given craft. If they die in the process…. Then they weren’t meant to be Dark Hunters.

    ….And with that, we’ve now seen all of the pirates! Tomorrow we meet the Cursed!

    #1623
    Ben
    Keymaster

    Black Mark is there for thematic reasons (he still plays both sides), and because it allows him to turn a Pirate ship Cursed (and therefore allow Cursed crew on a ship like the Wrath, rather than being Pirate and having to have only Pirate accomplices).

    Sentrak is rather bizarre – I assume he’s designed to target enemy ships?

    I’m not sure I understand the point of Trygla. It seems like a very strange gamble. Trying to think of the biggest swing, she could be on the Rover with Jonah for 16 total points, and swap for the Zeus on a 6 for a 7 point benefit. Or swap a gold runner for a gunship to surprise an opponent – but that could lead to serious cargo issues. What if Trygla herself or the other crew don’t fit with the point cap of the new ship? It sounds mandatory – should it perhaps say “you may” just before “replace this ship”? The whole concept sounds like more trouble than it’s worth, and there are probably issues I’m not even seeing yet. The flavor shows that an alternative could work – a crew that doesn’t need an explore action to be transferred between ships, or that can move between ships of the same nationality within S or L – akin to Leaping Francis. XD

    I have been enjoying the wealth of custom abilities lately!

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