Custom Ships (post your custom game pieces here!)

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  • #1627
    Ben
    Keymaster

    Frost
    Faction Affiliation: Viking
    Rarity: C
    Type: Ship
    Point Value: 7
    Number of Masts: 2
    Cargo Space: 3
    Base Move: S+S
    Cannons: 3S-3S
    Ability: Chainshot Specialist.

    Flavor text: The small but hardy crew of this vessel use ice, chain, and spears to their advantage – oftentimes all three at once for maximum effect!

    Historical Custom of the Day #273

    Joseph Bradish
    Pirate
    Crew
    6 points
    Ability: Captain. This ship can unload cargo at islands within S of her.

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

    #1629
    Xerecs
    Moderator

    Not a bad little gunship there in the Frost. Not a lot of point space to put more than one named crew, and I notice she’s not a longship. Very interesting. I’ll be posting the first Cursed pieces later today.

    #1632
    Ben
    Keymaster

    I posted above today’s post with some questions about your customs.

    Forums only work if ALL posts are seen, not just the most recent in a thread. (especially once this place gets busier, which I need to work on this month)

    #1636
    Xerecs
    Moderator

    I posted above today’s post with some questions about your customs.

    Not quite sure what you’re talking about, unless it’s the post with the reactions to Snetrak and Trygla.

    Speaking of, yes. Sentrak is supposed to be able to target enemy ships. He forces them into a ghostly state for two turns maximum.

    Trygla is actually a he…. Yeah his ability is a little wonky, though I like the suggestion to make it optional.
    I could make him more like leaping Francis, it would fit into his source a little, abandoning comrades when things get too dicey and such.

    #1637
    Ben
    Keymaster

    unless it’s the post with the reactions to Snetrak and Trygla.

    Yup, that’s exactly what I meant.

    In that case, Sentrak seems like he could be pretty cheap. Though since it “hits” automatically, I guess 3-4 points for his main ability is a good starting point.

    I did read the flavor text for Trygla but I think I got caught up thinking about ship replacements, which get referred to as she. XD

    This forum’s current settings say that each forum topic will show 15 replies per page (I made it the same as MT). However, with almost 200 replies there is no pagination. It seems alright though because it doesn’t load super slowly for me or anything (I’m still trying to improve the site’s speed overall), and having all the replies to a topic on one page could help a LOT when searching for something. (one ctrl+f search could find whatever you need very quickly rather than a big search function and flipping through pages)

    #1651
    Xerecs
    Moderator

    The Cursed are here! Like the Pirates, the Cursed recieve a sub faction of their own!


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Shadow

    Cursed
    Points: 18
    Masts: 5
    Cargo: 4
    Cannons: 4S-4S-4S-4S-4S
    Movement: S
    Ability: Makuta. If this ship is not assigned a helmsman crew roll a d6. On a 4-6 this ship gains +L to its base move.

    Flavor: Not so long ago the Shadow was the flagship of the Ionic navy, and instilled hope in the Ionic people. But now she is the flag ship of the treacherous Makuta, and her black sails instill fear in all who see her.


    Heart of Darkness

    Cursed
    Points: 17
    Masts: 5
    Cargo: 3
    Cannons: 3S-3L-3L-3L-3S
    Movement: L
    Ability: Makuta.

    flavor: The Heart was built to replace the Shadow, and was the most advanced ship the Ionics had produced. She had barely been commissioned when she was stolen away and made a part of the terrible Makuta.

    #1652
    Ben
    Keymaster

    Moonscape
    Faction Affiliation: Mercenary
    Rarity: U
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+S
    Cannons: 2S-4L-3L
    Ability: Mercenary. Schooner. S-Explorer. If this ship ends a move action within S of at least 2 islands or terrain, she gets +L to her base move as a final movement segment.

    Flavor text: Studying the stars and how they relate to navigation has led this crew to make many amazing discoveries.

    Historical Custom of the Day #274

    John Breholt
    Pirate
    Crew
    1 point
    Ability: Loyal: Pirate. This crew can use his abilities on English ships. This ship can take all cargo from shipwrecks without having to roll for reef damage or use an explore action.

    Later on he may link to some politicians once I figure more of them out.

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

    #1653
    Xerecs
    Moderator

    Moonscape is interesting. I’m not sure how often the last part of her ability will come into play, as outside of campaigns there usually isn’t a whole lot of terrain and islands usually don’t get that close to each other, even if they’re Great Turtles :D.

    That aside, this is a nice two way ship. You could very easily make her a gunship, given that her cannons are not too terrible. You could also go the route of a gold runner, though you’d either need an accompanying hoist, or a crew that allows you to unload within s of your home island.

    #1684
    Ben
    Keymaster

    I think the Moonscape is best as a scout hybrid. The Mercs have better dedicated gold runners and gunships around or below the same cost.

    Wondrous Rod
    Rarity: R
    Type: Unique Treasure
    Ability: Once per game you may give this ship the Same Action Twice. Once per game you may cancel 1 Cursed crew until the beginning of your next turn.

    Historical Custom of the Day #275

    John Weddell
    English
    Crew
    8 points
    Ability: Captain. Reroll. Ship treasure trading. This crew can only be eliminated while docked or on land.

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

    #1685
    Xerecs
    Moderator

    I think the Moonscape is best as a scout hybrid. The Mercs have better dedicated gold runners and gunships around or below the same cost.

    Good point, they do have better gunships, though I’m hard pressed to think of any decent gold runners for the mercs. 😀

    My initial thought on the Rod was that is was very powerful, but I re-read it and I think its okay. A one time guaranteed SAT could tip a game or a battle when used at the right moment, but you’d only be getting the guarantee once. Same goes for the Cursed cancel, though for more situational than the guaranteed SAT, since the Cursed are so lacking in quality crew, at least from WK. 😀

    Speaking of the Cursed…….


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Krahta

    Cursed
    Points: 20
    Masts: 4
    Cargo: 1
    Cannons: 4S-4S-4S-4S
    Movement: S+L
    Ability: Makuta. Sea Monster. Once per turn for every ship within S of this ship, roll a d6. On a 6 place a Unique Treasure from outside of the game on that ship.

    Flavor: It is rumored that this creature was found as a larva and raised by the Makuta, to do their bidding and inspire fear in sailors everywhere. It’s penchant for finding lost relics is valuable to the Makuta and their plans, but they cannot seem to get it to give the relics to only them.


    Fallen Angel

    Cursed
    Points: 15
    Masts: 4
    Cargo: 6
    Cannons: 3L-3L-3L-3L
    Movement: S
    Ability: Makuta. When this ship reaches its cargo limit, it cannot be given shoot actions.

    Flavor: Once a respectable merchant vessel, the Fallen Angel was one of the first ships the Makuta took with them to the Cursed. Now manned by the dead, undead and dying, the Fallen Angel’s once beautiful hull is now corroded and hideous, her sails bare threads, and her cannons rusting away.

    #1686
    Xerecs
    Moderator

    Two more!

    Relevant Keywords:

    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Borhok
    — A ship with this keyword ignores the first hit it takes each turn. If this ship has no crew, she cannot be given shoot actions and her base move is reduced to S.


    Miserex

    Cursed
    Points: 18
    Masts: 4
    Cargo: 0
    Cannons: 4S-4S-4S-4S
    Movement: S+L
    Ability: Makuta. Sea Monster. Once per turn this sea monster may make one 5L breath attack (it may make no other attacks). If it hits, replace up to two masts on the target ship with fire masts.

    Flavor: This beast displays intelligence beyond that of a simple creature. Sailors believe that Miserex was once human, but was cursed by the Hag of Torgua and became a monster. Scholars and learned individuals believe no such nonsense, and insist that Miserex is simply a smarter than average serpent.


    Forhok

    Cursed
    Points: 15
    Masts: 3
    Cargo: 2
    Cannons: 3L-3L-3L
    Movement: S
    Ability: Borhok. Makuta.

    Flavor: Built by the Makuta to counter the Inoic Borhok squadron, the Forhok was rushed and construction was poor. As a result she is on a whole less than her intended rivals.

    #1687
    Ben
    Keymaster

    I’m hard pressed to think of any decent gold runners for the mercs.

    Devil Ray and Matuku are both better as pure gold runners, and cost less. If I used the Moonscape I’d want a captain on her almost every time.

    Indeed, the Rod could easily be modified to a regular 5-6 SAT if it’s too good.

    Krahta is interesting. If you were playing against it, it would be hilarious to try and “herd” it with a bunch of ships to keep it confined somewhat and get a bunch of free UT’s to break the game. XD It sounds amusing, but not something that would work well in more serious games. (as with anything that brings outside stuff into the game)
    Love the Fallen Angel, which I immediately recognized as similar to the Heartless Angel/Fallen One move from Final Fantasy (I realize that wasn’t the inspiration). She reminds me a bit of some of my Cursed 4 masters.

    Severed Limb
    Faction Affiliation: Cursed
    Rarity: SE
    Type: Ship
    Point Value: 17
    Number of Masts: 3
    Cargo Space: 5
    Base Move: S+S
    Cannons: 2S-3L-4L
    Ability: Windcatcher. Fear. Grape Shot. [When this ship is given a shoot action, one of her cannons can shoot a grape shot. Declare which cannon will shoot the grape shot before rolling a d6. If it hits, eliminate a crew instead of a mast.] This ship gets +1 to her boarding rolls.

    Flavor text: Once they run out of cannonballs, the crew of this ship stuff their cannons with the dismembered body parts of past victims.

    Historical Custom of the Day #276

    Alexander Dalzeel
    Pirate
    Crew
    7 points
    Ability: Captain. This ship gets +1 to her boarding rolls. This ship can use Parley against English and Spanish ships. This crew cannot be captured or eliminated.
    Link: Henry Every

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

    #1688
    Xerecs
    Moderator

    Krahta by itself isn’t very good I’d think. Even with the Makuta keyword giving her +2 to her cannon rolls, it’s still a sea monster, although somewhat faster than most. Her main draw is her UT ability, which you could try and spam with friendly ships, to get UT’s as you mentioned.

    I feel that the Fallen Angel would be some kind of hybrid, since the Makuta keyword gives her very accurate cannons, and she has lots of cargo space. Looking at her again, I’m wondering if she’s too cheap at 15 points….

    Severed Limb is interesting. Good cargo and speed, and okay cannons with some combat oriented abilities. If not for pure brawling, then for some ramming and boarding set ups. Even though it’s less accurate, I’d probably use the grape shot with the middle 3L cannon, to get the little bit of extra range, and the accuracy.

    #1689
    Ben
    Keymaster

    Now that I look at it again, Krahta is actually just OP. You can just park friendly ships next to it until you get the inevitable Nemo’s Plans + X UT (Runes of Thor for unlimited AA’s/etc), not to mention various other combos like Neptune’s Trident. It’s actually just broken. I was trying to look at it from a gimmick/enemy perspective with the herding idea but it’s too exploitable.

    Severed Limb seems like a good candidate for a simple Cursed hybrid. They’ve got plenty of larger ships that can be better gunships. Windcatcher/S+S speed/5 cargo is great for the Cursed gold fleet, so I don’t think I’d bother outfitting her purely for war.

    #1690
    Xerecs
    Moderator

    Now that I look at it again, Krahta is actually just OP. You can just park friendly ships next to it until you get the inevitable Nemo’s Plans + X UT (Runes of Thor for unlimited AA’s/etc), not to mention various other combos like Neptune’s Trident. It’s actually just broken. I was trying to look at it from a gimmick/enemy perspective with the herding idea but it’s too exploitable.

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

    #1691
    Ben
    Keymaster

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

    Yeah, once per game seems like a good fix.

    #1692
    Xerecs
    Moderator

    Good points there about the Krahta. Would limiting it to once per game be a decent enough ‘fix’ or would re-doing it from the stats up be a better way to go?

    Yeah, once per game seems like a good fix.

    Okay then, how’s this for wording:

    Once per game choose one ship within S of this ship. Roll a d6. On a result of 6 place one Unique Treasure from outside the game on the target ship.

    Would changing this aspect of the Krahta have any bearing on its point cost do you think?

    #1695
    Ben
    Keymaster

    @Xerecs: That wording looks good, and I think the Krahta could be 15 points in that case.

    #1703
    Xerecs
    Moderator

    All righty, changes on the way for Krahta. About four more ships left for the Cursed/Makuta before we get to their crew.

    #1704
    Ben
    Keymaster

    Rabid Cult
    Faction Affiliation: Cursed
    Rarity: U
    Type: Ship
    Point Value: 18
    Number of Masts: 4
    Cargo Space: 6
    Base Move: S
    Cannons: 4L-4L-4L-4L
    Ability: Extended Range.
    Link: Underworld Maniacs

    Flavor text: The speed of this vessel is nothing to brag about, but she does have a claim to fame: the longest range cannons in the Indian Ocean. Her maniacal crew plan to come forth with who they worship.

    Underworld Maniacs
    Faction Affiliation: Cursed
    Rarity: U
    Type: Crew
    Point Value: 10
    Ability: Helmsman. Shipwright. Cannoneer. Musketeer. This crew takes up 2 cargo spaces.
    Link: Rabid Cult

    Flavor text: Taking up residence on a cult ship in Bombay, these self-styled “maniacs” are effective at handling their ship as well as defending it.

    Playing with an idea I submitted earlier this year at MT with the Tribe of Savages. Basically getting 9 points of abilities for 10 but with 2 cargo spaces taken up instead of 4. Though it’s quite risky if they all die at once… I’m already considering changes. I might give the Rabid Cult an additional ability: “This ship must be assigned at least 4 generic crew at the start of the game.” I’m trying to simulate the “tribe” or cult aspect without going too overboard.

    Historical Custom of the Day #277

    James Browne
    Pirate
    Crew
    6 points
    Ability: Reroll. Crew of any nationality may 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

    #1708
    Xerecs
    Moderator

    Two more!


    Makuta
    — Denotes as part of the Makuta sub faction. A crew with this keyword is linked to all other crew with this keyword. This ship gets +2 to her cannon rolls.


    Tridax

    Cursed
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 4S-4S-4S
    Movement: L
    Ability: Makuta. Once at the beginning of each of your turns, roll a d6. On a 5-6 as a free action, dock this ship at any island. Eliminate a mast from this ship.

    Flavor: Using the foul magic of the Cursed, the Tridax is able to fly between islands, skipping over the water like a stone. However, this great speed has its costs, and often does more damage than good to the ship. So far the Makuta are willing to overlook the drawbacks in favor of the opportunities the Tridax presents.


    Kojo

    Cursed
    Points: 14
    Masts: 3
    Cargo: 5
    Cannons: 5S-5S-5S
    Movement: L
    Ability: Makuta. Secret Hold.

    Flavor: Many powerful relics and tools lie in the hold of the Kojo, hidden away from the world. That the Makuta have such a ship in their fleet would be cause for concern; however the captain of the Kojo guards his treasures against all who would take them, even the fellow Makuta.

    #1744
    Ben
    Keymaster

    The time has come to reveal another 10 master and her captain!

    Oceanic Rend
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Ship
    Point Value: 32
    Number of Masts: 10
    Cargo Space: 4
    Base Move: S
    Cannons: 5L-3L-2S-2S-2S-4L-4L-4L-5L-5L
    Ability: Mercenary. Junk. Crew with the Horror keyword may use their abilities on this ship. Once per turn you may eliminate one of this ship’s crew to remove one terrain piece within S of this ship from the game. Once per turn, roll a d6. On a 6, you may move up to two enemy ships or terrain pieces within L of this ship L in a direction away from this ship. This ability may be repeated until you stop rolling 6’s.
    Link: Barj Voragoss Tempien

    Flavor text: One of the most mysterious and strange ships afloat, this massive vessel is crewed by a mixture of tribesmen, voodoo conjurers, and Cursed affiliates. How exactly she is able to seemingly open the doors of space and time is not known. One thing that isn’t up for debate is how dangerous she can be at close range.

    Barj Voragoss Tempien
    Faction Affiliation: Cursed
    Rarity: LE
    Type: Crew
    Point Value: 9
    Ability: Captain. Reverse Captain. [After this ship resolves a shoot action, she may move as a free action.] World Hater.
    Link: Oceanic Rend

    Flavor text: Tempien is not a classic Mercenary, as he does not want foreign money for any endeavors. An unknown entity has temporarily assigned him to the Oceanic Rend. Barj is satisfied with the capabilities of his massive junk, but does not care to speak to the odd crew. Looking to transfer, it may not be long before he has a new ship.

    ~~~~~

    Historical Custom of the Day #278

    Mary Critchett
    Pirate
    Crew
    1 point
    Ability: Once per turn, you can reroll a die roll you make for this ship for a boarding party; you must use the second die roll result.

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

    #1745
    Xerecs
    Moderator

    Very interesting ten. I’m not sure how effective or useful the terrain removing ability is/could be, but it sounds really cool. The secondary ability is cool, if difficult to use naturally. You could find a way to get Nemo’s Plans+ Rune UT to spam 6’s and move entire squadrons away from her when she gets in trouble.

    I don’t know which Cursed crew have the Horror keyword, but I’m guessing most of them are some kind of powerhouse crew. 4 cargo spaces on ship this big would normally be limiting, but the high point cost means you could have fun with some linked crew.

     

    Barj Voragoss would have been very much like DJC Jack Hawkins, if not for the cannon bonus. From the look of things you’ve put RC (reverse Captain) at around 2 points, which I think is fine, considering how it works.

    #1750
    Xerecs
    Moderator

    The last cursed ships, tomorrow we move on to the Crew!
    Makuta– Denotes as part of the Makuta sub-faction.A crew with this keyword is linked to all other crew with this keyword. This shipg gets +2 to her cannon rolls.
    Spirah
    Cursed
    Points:
    Masts: 3
    Cargo: 3
    Cannons: 5S-2L-5S
    Movement: L
    Ability: Makuta. This ship cannot shoot when she carries crew.

    Flavor: The Makuta conducted a vile experiment with the Spirah, bonding the souls of dead men to the timbers and beams of the ship. As a result she has some level autonomy, able to sail herself. However, the bonded souls are aware of what has happened to them, and actively resist the Makuta

    Shadow leech
    Cursed
    Points: 14
    Masts: 1
    Cargo: 2
    Cannon: 5S
    Movement: S+L
    Ability: Makuta. Enemy ships within S of this ship get -1 to their cannon rolls and have their base move reduced to S.

    Flavor: The Shadow Leech is a new addition to the Makuta, constructed from wrecks and spare timbers. As with the Spirah, the Makuta have experimented with the ship, giving the wood and sails leech-like properties that saps the strength of nearby enemies.

    Huh, some kind of coding gobbledegook is showing up in the preview box. I’m not sure what it’s coming from…… Hope it’s not in the actual post, since I don’t see it when I’m typing.

    –Edit: Well, it showed up in the actual post, so I’ve used the edit function to hopefully remove all the gobbledegook.

    • This reply was modified 6 years ago by Xerecs.
    #1752
    Ben
    Keymaster

    @Xerecs: I’ve made an edit to the site that has changed the formatting toolbar for posts.  It’s now showing a Visual and a Text option.  I like the Visual one because it allows you to see exactly what you’re doing when you do it, and therefore I just disabled the preview plugin because the Visual editor option means that previewing posts is unnecessary.  The Text editor option is to see all of the tags/bbcode/whatever it is that allows the formatting to work.  Awesomely enough, it does work with basic keyboard shortcut functions as well, just like in google docs and somewhat similar to Miniature Trading (ctrl+b for bold, ctrl+k for links, etc).

    I’m not sure why your post didn’t show up properly once you submitted it.  Perhaps you have to switch to the Visual editor option before hitting Submit.  Sorry for any issues, and thanks for sticking with my site here as I work out the problems.  The reason I changed it in the first place is because the formatting toolbar simply disappeared (as it did a few months ago) earlier today, for reasons I don’t know.  So, I think I’ve found a permanent solution.  We’ll see how it goes, and hopefully the formatting buttons won’t disappear again.

    It would be great if we could avoid double posting when possible – it’s easy enough to just post the customs of the day below any other discussion in the same post.

    There aren’t a ton of Horror crew, but with Barj Voragoss Tempien aboard with his Captain + WH, it could make the ship pretty formidable.  And yes, Reverse Captain is worth 2 points as far as I’ve been able to figure out.  (has to be cheaper than the far superior Captain ability, but 1 is probably a little low for what you can do with it)

    The Spirah could be pretty cheap, maybe 8-9 points.  Maybe even cheaper since empty gunship vs bad gold runner is not a good trade-off haha.

    Shadow Leech seems like a negative cheerleader on steroids, and way too good.  You could affect tons of rolls and battles with even a small sampling of that ability, let alone copying it to a 10 master to dominate a large battle.  Again, just use a cap.  Pick one ship within S that gets the limits on it.

    Hopefully this post will show up properly; if you or anyone else is still having issues, you can post about them here and/or contact me.

    #1753
    Xerecs
    Moderator

    My hypothesis is thusly: When I post the customs, I just copy and paste from a word doc. I think something happened during that process that caused your site to freak out. Also, I’m realizing now that I was typing and copy+pasting in the visual mode, and at the time, there was still a ‘preview’ box under everything. It’s possible that had something to do with it, though I suppose the only way to find out is to repeat what I did earlier. For that reason I’ll post the first Cursed crew at the bottom of this post, to see if it happens again.

    I’m reticent to lower the costs on these Cursed ships, mainly because ALL of them have a +2 cannon bonus built into them. That said, i can bring the Spirah down just a tad, somewhere around 10-9 points.

    I don’t really want to limit the Shadow Leech to one target….. Suppose I changed it to cannon rolls specifically instead of d6 rolls, and everything else stayed the same. Would that make it less broken or would a re-design be better?


    Mutran

    Cursed
    Points: 11
    Ability: Makuta. Hostile: Chirox. Ships within S of this ship may not be given shoot actions.

    • This reply was modified 6 years ago by Xerecs.
    #1754
    Xerecs
    Moderator

    I think the issue is me copy+pasting, while in the visual tab. I’ll edit my post above to remove all of the gobbledegook.

    #1756
    Ben
    Keymaster

    Interesting.  I just tried copying and pasting something with formatting already in it.  It posted as it should in the Visual editor.  When I switched to Text, I saw all the code formatting but switching back to Visual fixed it again.  It could be easiest to just copy what you want from whatever document you’re working in, in the same format you want it to show up here.  I have custom of the day templates that I just fill out each day for mine, though I’ll adjust them slightly now due to the new editor.  I actually like this FAR better than the previous version, so I hope it sticks long-term.  (since you don’t have to see code in your post writing box, and it’s just more intuitive and nicer looking overall – also no need for the preview plugin, which is great since too many plugins can slow down the site)  You could also play around with pasting options – pasting normally could preserve formatting, but also might mess things up.  Paste as plain text (ctrl+shift+v) might help a bit, but you don’t want to redo formatting.  If you’re pasting from a spreadsheet or non-typical text document, perhaps that’s part of the issue since things seem fine on my end.  I even logged into my test account here to see what it’s like for a non-admin, and was able to use the new box here with the formatting just fine.

    You posted the Spirah without a point cost, which is why I suggested one.

    O_O  Shadow Leech affects all die rolls??  That is even more unfair lol.

    Enemy ships within S of this ship get -1 to their cannon rolls and have their base move reduced to S.

    We’ll see how that quote shows up.  Anyway, once again I’m seeing something different from what you’re saying.  Even -1 to cannons is OP in my opinion.  If a World Hater is 4 points and a “true” World Hater (without the “non-X” limitation) could be arguably worth 5, what is a “reverse WH” that can affect 3-4 ships easily, worth?  15 points?  Then you’ve got great speed and a huge speed reduction on top of that.  If you don’t want to go with a cap, I’d say choose between -1 to cannons OR reduce speeds to S.  Even then, with no cap I think the ship could also be slower, such as just S or L speed.  I know it’s annoying, but it’s also good to keep in mind the ramifications of copying such devastating abilities to a far more durable ship.

    Ah here we go again… Mutran and Chirox are awesome names, but that just seems like an OP crew to me.  +2 to cannon rolls with no non-Cursed limitation is arguably worth 8-9 total points, and I think 7 at a bare minimum.  The main ability is clearly extremely good, and once again seems excessive with no limit to the number of ships affected.  On a ghostly Delusion that could turn a large battle, and looks to be of cheap cost.  Is your intention to prevent all shoot actions, or all shooting?  Worded as-is I would strongly argue that Captained shoots would still be viable.  If not, I think we’re looking at a 20 point crew.

    I know it’s hard to playtest everything (and some of my stuff is surely going to be OP come game time I would assume), but it’s necessary to think about how this will actually play out.  Just Mutran alone on the Delusion makes for a rather ridiculous scene: “I get +2 to all 10 of my cannons, and if you get close to me, you can’t even shoot back.”  The ability also strays into Le Bonaparte territory, so of course I’m not going to like it.  :/

    PS: Ctrl+u does work for underlining text, though it doesn’t show up in the buttons menu.

    #1762
    Xerecs
    Moderator

    It could just be a temporary glitch, since when I free type like now, the coding doesn’t show up.

    Ah, crud. Spirah’s point cost right now is 13. I accidentally removed it when I edited the first post with her in it.

    Double crud, seems I didn’t read my own ability text. Since I wan to keep both abilities I’ll add a two ship limit. Wording would look like:
    Two enemy ships within S of this ship get -1 to their cannon rolls and have their base moves reduced to S.

    I’ve put the Makuta keyword around 5 points, though that’s subject to change. Mutran would affect friendly ships as well as enemy ships, hence his wording. Your remark on captained shoots has made me think of a possible alternative to his main ability.

    Ships within S of this ship may not use captain crew.

    I’m not sure if that’s better or worse, if it comes to it, I’ll put a two ship limit on his ability, like the Shadow Leech. Furthermore, I think I would rule it that way, he prevents the giving of SHOOT ACTIONS, but does nothing to stop a ship from shooting with a captain, since that is tied to a MOVE ACTION.

    #1763
    Jonathan Bowen
    Participant

    Hey, y’all….. ?
    It’s been… a while ?

    I’ve missed more than a few days of posting; so by Xerecs’s logic, I have a lot of posting to make up for ?
    So here we go: The complete standard release pirate faction from The Seas of Doom!

    Relevant Keywords:

    1. 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

    2. Canceller: Once per turn, one crew or ship within S of this ship cannot use its ability this turn.

    3. Armed Merchant: Once per turn, as a free action, one of this ship’s canons may shoot at one enemy target in range. This shot cannot have its range or rank increased. (A captain crew is not needed for this action)

    4. Battleship: A ship with this keyword has two shots per mast and has Extended Range.

    Pirates

    1. Toruk
    Points: 20
    Masts: 5
    Cannons: 4L,4S,4S,4S,4L
    Cargo: 3
    Base Move: L+S
    Ability: Repeating Guns. If this ship is assigned a captain crew, she gets +1 to cannon rolls.
    Link: Jacob Sunderland

    2. Jacob Sunderland
    Points: 7
    Ability: Captain. Marine.
    Link: Toruk

    3. Vortex
    Points: 14
    Masts: 4
    Cannons: 4L,4S,4S,4L
    Cargo: 3
    Base Move: S+L
    Ability: Canceller.

    4. Captain Alexander Rose
    Points: 10
    Ability: SAT. This ship gets +1 to her cannon rolls against non-pirate ships. She gets +2 to her cannon rolls against pirate ships.

    5. First Mate McKeagan
    Points: 5
    Ability: Helmsman; +2 Gold Bonus

    6. Stradlin
    Points: 12
    Masts: 3
    Cannons: 3S,4L,3S
    Cargo: 4
    Base Move: S+S
    Ability: This ship gets +S to her base move if she has all of her masts.

    7. Adler
    Points: 9
    Masts: 2
    Cannons: 3L,2L
    Cargo: 2
    Base Move:
    Ability: Cannoneer

    8. The Slash
    Points:
    Masts: 4
    Cannons: 3S,2L,2L,3S
    Cargo: 4
    Base Move: S+L
    Ability: EA. This ship gets +1 to her cannon and boarding rolls against non-pirate ships.

    9. Paradise City
    Gold: 5
    Flags: 5
    Cannons: 2L,3L,4L,3L,2L
    Ability: If a damaged, friendly ship docks at this fort, roll a d6. On a 5-6, all of this ship’s masts are repaired.

    10. Judy Rodriguez
    Points: 7
    Ability: Loyal: Pirate. Cannoneer. Helmsman

    11. Norman Spells
    Points: 6
    Ability: Loyal: Pirate. Musketeer. Reroll

    12. Grayson August
    Points: 4
    Ability: Explorer. This ship can offload cargo from within S of her home island

    13. Pandora
    Points: 14
    Masts: 4
    Cannons: 3S,4L,4L,3S
    Cargo: 6
    Base Move: S
    Ability: Armed Merchant.

    14. El Diablo Negro
    Points: 20
    Masts: 3
    Cannons: 3S,4L,3S
    Cargo: 2
    Base Move: L
    Ability: Battleship. If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.

    15. Gregory Rose
    Points: 6
    Ability: Eternal. Captain. This ship gets +1 to her cannon rolls against English ships.
    Link: Bane

    16. Bane
    Points: 18
    Masts: 5
    Cannons: 3L,2S,2S,2S,3L
    Cargo: 4
    Base Move: S
    Ability: This ship gets +1 to her cannon rolls against French ships. This ships’ crew cannot be eliminated unless she sinks.
    Link: Gregory Rose

    17. Burnt Bones
    Points: 16
    Masts: 4
    Cannons: 2S, 3S, 3S, 2S
    Cargo: 4
    Base Move: S+S
    Ability: This ship gets +1 to her equipment shot rolls.

    18. Silverback John
    Points: 9
    Ability: Ransom. Cargo Master. Once per turn, when this ship unloads treasure at your home island, double the value of the lowest-value coin.

    19. Arcane
    Points: 18
    Masts: 4
    Cannons: 3S,3S,3S,3S
    Cargo: 4
    Base Move: L+S
    Ability: Schooner. Give this ship a move action, but do not move her. Instead, roll a d6. On a result of 5 or 6, you may place a Unique Treasure on any ship in your fleet.

    20. Witchfire
    Points: 14
    Masts: 3
    Cannons: 2S, 2L, 2S
    Cargo: 3
    Base Move: S+L
    Ability: Schooner. Shipwright. This ship gets +1 to her cannon rolls against Cursed ships.

    And that wraps up the Pirates.
    Leave comments and feedback so I can improve and modify everything that already great about these pieces ;P
    With luck(?) I’ll post the next faction tomorrow
    ’til then

    -J. W. Darkhurst

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