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  • #1766
    Xerecs
    Moderator

    Point cost for the slash….?

    Why is Judy Rodriguez 7 points? Cannoneer and helmsman are worth 4 combined, since both are 2 point abilities.

    For Grayson August, small detail, but unload would sound and fit better than offload.

    Arcane is straying into OP realms. I’d reccommend changing the die roll to a 6, not a 5-6, otherwise it becomes FAR too easy to bring in powerful UT’s.

    The Pirates do not need a cargo master. Ever.

    I don’t understand the wording of the Diablo Negro.

    If this ship is assigned a Captain crew and a Cannoneer crew, she has two of her cannons may shoot again if they miss.

    Did you mis-type this, or am I just missing something?

    Base move for the Adler is……?

    These look nice overall, can’t wait to see if we can get some of them off the paper by next summer, or if we can get them before hand. 😀

    #1767
    Jonathan Bowen
    Participant

    Typos. Soooooo many typos. ???

    I’ll fix and explain when the sun is up.

    -Darkhurst

    #1768
    Ben
    Keymaster

    @JW_D: This ship can offload cargo from within S of her home island

    =This ship can unload cargo at your home island if she’s within S of it.

    Better to just use the standard ability text if it’s the same effect.  I’ll wait for corrections/edits before repeating Xerecs’ concerns.

    Torch

    Faction Affiliation: Jade Rebellion

    Rarity: R

    Type: Ship

    Point Value: 6

    Number of Masts: 1

    Cargo Space: 2

    Base Move: S+S

    Cannons: 2L

    Ability: Turtle Ship.  Ramming cannot eliminate this ship’s masts.  Once per turn when this ship is given a shoot action, one of her cannons can shoot a fire shot. Declare which cannon will shoot the fire shot before rolling a d6. If it hits, the target’s controller replaces one of her masts with a fire mast. If the cannon roll is a 1, replace one of this ship’s masts with a fire mast.


    Flavor text: The young crew of this vessel have a tendency to risk everything on every voyage.  Although their ship is capable of glory among turtles, they have yet to experience the fiery disaster that Sensei Xu has been predicting.

    Historical Custom of the Day #279

    John Vidal

    Pirate

    Crew

    5 points

    Ability: Parley.  Filching Gold.

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

    Edit: Looks like I’ve been able to paste things successfully from a google doc with normal formatting, except the font is bigger, which is fine.

    #1771
    Xerecs
    Moderator

    I like the Torch. Nice little gunship, and with the first part of her ability, she’s able to be somewhat decent at it. I still don’t like that you can ram off a Turtle ships mast while she still has paneling, that distinction has relegated most of them to back-up/pinch gunships or gold runners. I think there’s only one WK turtle with ‘ramming cannot eliminate this ships masts’, nice to see it on another.

    Revision, and 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.

    Fleet Admiral— Once at the beginning of each of your turns, roll a d6. On a result of 6, any ship in your fleet may be given two actions that turn.

    Possible revision for Mutran, as well as flavor text.

    Mutran
    Cursed
    Points: 11
    Ability: 1. Makuta. Hostile: Chirox. Two ships within S of this ship may not be given shoot actions.

    OR
    Ability: 2. Makuta. Hostile: Chirox. Two ships within S of this ship cannot use their captain crew until the beginning of your next turn.

    Flavor: A self-styled scientist, and mad genius, Mutran is responsible for every technological advancement among the Cursed, dating back to the introduction of the Scorpion ship. His knack for blending powerful relics with modern technology has enabled him to render enemies defenseless before him, making him more than just a demented mind, but a cunning warrior as well.

     

     

    Antroz
    Cursed
    Points: 10
    Ability: Makuta. Fleet Admiral.

    Flavor: A tactical genius, Antroz was one of the leading voices among the Ionic admiralty. However, his genius masked an insatiable lust for power. He has joined in with his fellow Makuta in a bid for domination of the seas.

     

     

    Chirox
    Cursed
    Points: 5
    Ability: Makuta. Hostile: Mutran.

    Flavor: Chirox is a scientist, who prefers to work his experiments on living subjects. Oftentimes he will test to see just how much pain a person can endure, or how long it will take a barrel of leeches to drain the blood completely from a victim. He maintains a bitter rivalry with Mutran, who claims that his ‘experiments’ and works are far superior to his in every way.

    #1775
    Jonathan Bowen
    Participant

    Ok. So I kinda rushed to post the pirates, so I missed a few things ???

    First off: I don’t know The Slash’s point cost. Gingerninja wanted me to make this ship, and he gave me all of the stats except point cost. Although, given what she does, I’d guesstimate that an appropriate point cost may be 15-16?

    Judy Rodriguez was originally going to be a Repeating Guns crew. I just forgot to change her point cost. let me know if you think she’d be better as-is, or if i should make her have Repeating Guns and up her points a li’l.

    As for the wording of Grayson August, I just forgot what the original ability said; so I improvised. I’ll change it on my doc.

    I can change the Arcane’s die result requirement to a 6; That won’t be a problem.

    While I understand your concerns about Silverback John, His point cost and the Ransom keyword make him such a target for Gold-Capture crew. On top of that, I wanted a crew that wasn’t combat-oriented. (Also, as a bit of a spoiler, this is not the most OP piece in Seas of Doom)

    Yes. I mis-typed the ability of the Diablo Negro. “If this ship is assigned a captain crew and a cannoneer crew, Two of her cannons may shoot again if they miss.”

    Again, as with The Slash, Gingerninja created it. I just asked him, and he says it’s L
    (apparently he’d already told me. ? I’m just a forgetful boi)

    That should cover all of Xerecs’s questions…
    Ben, if you have questions or concerns of your own, feel free to voice them.
    I’m pretty sure that Silverback John will be a huge point of contention, but I’d like to keep him as-is.

    I’ll probably post again later with the next faction from Seas of Doom.
    ’til then.

    -Darkhurst

    #1776
    Xerecs
    Moderator

    Giving him Ransom won’t solve the problem, since most people don’t USE the gold capture ability. I’d much rather see ‘This ship gets +1 cargo spaces. This crew takes up no cargo space’ instead of Cargo Master, and he can keep the rest of his abilities, including Ransom.

    Judy should stay as a Helmsman/cannoneer combo. I feel that Repeating Guns should be limited to ships. Kinda like seeing Broadsides Attack on a crew, feels weird.

    I’d er with 16 or 17 points for the Slash, since she’s a good ship overall, with built in EA and good speed.

    #1781
    Ben
    Keymaster

    The Makuta keyword is worth 7 points at minimum.  +2 to cannon rolls is fantastic (8 points for that makes a lot of sense obviously), and the additional linking option is neat.  Trying to keep it at 5 (basically what basic +1 world haters are already worth) seems futile to me.  So Antroz should be at least 13.

    I assume Wizkids left the origins of Scorpion ships unexplained in the flavor text – if not, Mutran may have some competition.  XD  Not sure which version of Mutran would be more fair – the cap is the main key so I think playtesting could commence with either version.

    Gosh Chirox would be OP on any large Cursed gunship.  It may have been Wizkids’ intention to not give them the powerful basic WH at 4 points, and here they get a simple double bonus for just 5?  Good flavor text though – the evilness is fitting for the Cursed.

    @JW_D: The Slash is amazing.  Probably better than the Uncommon 17 point version of the Black Pearl.  I think 19 points is the place to start.

    Agreed with Xerecs about Silverback John.

    McKeagan’s ability combo is OP in general and there’s good reason we never saw that from Wizkids.  (similar to SAT+Helmsman, or SAT+Captain)

    Assuming you mean a base move of L for Adler, she could be very cheap, I think 5 points.

    I think Paradise City is probably broken in campaign games.  Changing it to a 6 would help a bit.  There would be an awkward situation where a bunch of ships are just redocking and trying their luck rather than spending turns actually repairing.

    Love the Pandora except the name (same as SM ship).  (I’m a sucker for ships with high cargo and S speed that are playable but underrated)

    I like Eternal at 3 points so Gregory Rose could be 7 and still quite a good crew.

    Love the ability of the Burnt Bones – I’ve got it on at least one of my customs.

    #1782
    Xerecs
    Moderator

    I can adjust the keyword cost no problem, but then it would have some ramifications for the ships, since ALL of them also have the Makuta keyword. Changing it to 7 is probably what I’ll do, so that makes Chirox seven points, and jumps Antroz 12. I’ll go through my word doc and add 2 to every remaining crew yet posted, some of them could still be too cheap. 😀

    With the change in the cost of the keyword, would Mutran’s point cost change, or would it still be dependent on his other ability?

    #1783
    Ben
    Keymaster

    I suppose, but honestly I think most of the ships with the Makuta keyword were okay, outside of the ones I’ve previously mentioned of course.  Antroz would be 13 if Makuta=7 + AA=6.

    At this point Mutran is too much of a wild card for me to guess his cost.  As usual, he should probably be more expensive.

    #1787
    Ben
    Keymaster

    Pentheus
    Faction Affiliation: Barbary Corsair
    Rarity: R
    Type: Crew
    Point Value: 9
    Ability: Captain.  Hoard.  Pirate and Jade Rebellion crew can use their abilities on this ship.
    Link: Giza

    Flavor text: Although most know him as a more purely effective leader than the Lotus Queen, Pentheus is a former philosopher who prefers to optimize his own ship rather than command an entire fleet.  His rich background, confusing heritage, and international connections has led to one of the most effective crew complements in the world.

    Historical Custom of the Day #280

    Turn Joe
    Spanish
    Crew
    4 points
    Ability: Crew killing [Once per turn when this ship hits an enemy ship, also eliminate one crew from that ship.].  This ship gets +1 to her cannon rolls against Pirate ships.

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

    #1802
    Xerecs
    Moderator

    Pentheus doesn’t have a point cost because…….? You’re not sure, or just a typo?

     

    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.

     

     

    Vamprah
    Cursed
    Points: 14
    Ability: Makuta. Enemy ships within S of this ship get -1 to their cannon rolls. This ship gets +1 to her cannon rolls for every enemy ship within S.

    Flavor: As quiet as the grave, Vamprah commands respect and instills fear. A skilled tactician and a practical man, Vamprah is able to get the best out of his crew, whether they are mostly living or not.

     

     

    Icarax
    Cursed
    Points: 13
    Ability: Makuta. This ship gets +1 to boarding rolls. When this ship sinks another ship, you may repair one of this ship’s masts.

    Flavor: A brute of a man, with little to no regard for complicated tactics, Icarax prefers to smash through his opponents quickly, rather than waiting and scheming. His proclivity for violence coupled with his temper have made him a force to be reckoned with, even among the Makuta.

    #1810
    Ben
    Keymaster

    @Xerecs: Oops, Pentheus has always been 9 points!  Edited his post.

    Vamprah is OP as I could have expected… it’s a little tiring to see so many new/amazing abilities with no cap after it’s clear that capping these range/unlimited abilities is one of the best solutions for them.  Between the Makuta keyword and his final ability, he’s almost guaranteed to give his ship rank-1 cannons (effectively) for whatever it’s shooting at.  His flavor text doesn’t reflect how powerful he is in-game, so I think he should be toned down a bit.

    I was about to suggest you make some Cursed crew for less than 10 points in this set, but Icarax could be one of them.  Although perhaps not – with Makuta at 8, +1 boards at 2, and the Ladron’s ability at 1, 11 is about right.

    #1814
    Xerecs
    Moderator

    Two more! We’re getting close to the end of the Cursed. Once that happens, it’s on to the Mercs!

    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.

    Canceller— The cancel ability.

     

     

    Krika
    Cursed
    Points: 16
    Ability: Makuta. Ghost Ship. Once per turn roll a d6. On a result of 5-6 move one ship within S of this ship L+L away in a straight line.

    Flavor: Krika was once solid flesh and blood like all living things. Then he found a relic that turned him into little more than a ghost. Now he serves with his fellow Makuta, though he takes no joy in what must be done.

     

     

    Gorast
    Cursed
    Points: 12
    Ability: Makuta. Canceller.

    Flavor: Committed body and soul to the cause, Gorast has been known to kill comrades at the slightest mention of dissent or deviation from said cause. Her bloodlust and fanaticism hides a devious and cunning mind, and she has on more than one occasion used her looks to get what she desires.

    #1815
    Ben
    Keymaster

    Canceller— The cancel ability.

    This is like explaining shorthand with shorthand.  Better to just have the exact ability text for any explanations. (I’ve probably missed some completely with mine, but that’s another reason I like having a spreadsheet people can view online – all the abbreviations/keywords I use are listed on the third tab of the spreadsheet)

    Krika is interesting and looks rather fun.

    Jackson Barundar

    Faction Affiliation: American

    Rarity: U

    Type: Crew

    Point Value: 9

    Ability: Broadsides Attack.  World Hater.

    Flavor text: A strict disciplinarian and expert on gunnery, Jackson Barundar is exactly what Commodore Preble was looking for.

    Historical Custom of the Day #281

    John Derdrake

    Pirate

    Crew

    8 points

    Ability: Shipwright. Filching Gold. Massacre.

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

    #1826
    Ben
    Keymaster

    Jordan Birrella
    Faction Affiliation: French
    Rarity: C
    Type: Crew
    Point Value: 7
    Ability: This ship gets +1 to her cannon rolls against ships within S of her. This ship gets +1 cargo spaces. This crew takes up no cargo space.

    Flavor text: A master of cargo planning and carronade firing, Jordan’s services are always in high demand among French captains. His premier capabilities often mean that he goes to the flagships of the French fleet.

    Historical Custom of the Day #282

    Francis Demont
    Pirate
    Crew
    4 points
    Ability: This crew can use the Gold Capture ability if at least 3 other crew are assigned to this ship. [Gold Capture: If this ship wins a boarding party, she may 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.]

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

    #1840
    Xerecs
    Moderator

    I’ve actually used Jordan, he’s made his way into Savage Seas!

    Three today, and two of them are the big-name crew for the Cursed for the set!


    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.

     

    Bitil
    Cursed
    Points: 10
    Ability: Makuta. Re-roll.

    Flavor: Bitil craves power; it is why he joined in with the Makuta. Now that he has gotten a taste, he wants more, and is willing to do anything to get it. Including betraying his fellow Makuta.

     

     

    Teridax
    Cursed
    Points: 19
    Ability: Makuta. Limit. All-Powerful.

    Flavor: The First Makuta to defect and join the Cursed, Teridax wields significant power and is the self-styled leader of the Makuta. He has a grand plan that he has set into motion, one that would set him up as ruler of the world.

     

     

    Makuta
    Cursed
    Points: 16
    Ability: Makuta. Once per turn roll a d6. On a 1-3 place a crew worth 4 points or less on any ship in your fleet; it’s nationality changes to match the nationality of that ship. On a 4-6 place a crew worth 5-10 points on any ship in your fleet; it’s nationality changes to match the nationality of that ship.

    Flavor: The first Makuta, and known only by that name. His influence among the Ionics was second to none, and he had a knack for getting people onto ships where they were needed. He has carried that talent over with him to the Cursed.

    #1842
    Ben
    Keymaster

    I’ve actually used Jordan, he’s made his way into Savage Seas!

    O_O  Wow that’s awesome!  I guess we’ll just have to wait to see if he performs well.  XD  (kind of a funky hybrid crew with mainly “normal” abilities)

    Once per turn roll a d6. On a 1-3 place a crew worth 4 points or less on any ship in your fleet; it’s nationality changes to match the nationality of that ship. On a 4-6 place a crew worth 5-10 points on any ship in your fleet; it’s nationality changes to match the nationality of that ship.

    This refers to outside the game, correct?  (not redistributing crew already in play)  Assuming that’s the case, it completely breaks the game.  One die roll can immediately make up for that ability’s entire 8-9 point cost.  In general almost nothing should allow for things outside the game to be introduced, let alone a guarantee.

    #1850
    Xerecs
    Moderator

    Originally, yes, Makuta is supposed to bring in crew from outside the game. However, I like the redistributing idea. Would look like:
    Once at the beginning of each of your turns roll a d6. On a result of 4-6 place any crew with a point cost of 4 or less in play on this ship. It’s nationality changes to match the nationality of this ship.

    O_O Wow that’s awesome! I guess we’ll just have to wait to see if he performs well. XD (kind of a funky hybrid crew with mainly “normal” abilities)

    He’s found his way onto a warship actually, and a rather nasty one at that.

    #1864
    Ben
    Keymaster

    @Xerecs: For Makuta, that’s far less OP and actually far more interesting to me.  Playtesting would be required to determine a decent cost though.

    Pacifica
    Faction Affiliation: Spanish
    Rarity: R
    Type: Ship
    Point Value: 20
    Number of Masts: 5
    Cargo Space: 5
    Base Move: S+S
    Cannons: 3S-3S-3S-3S-3S
    Ability: Secret Hold. S-Explorer. Ship treasure trading.

    Flavor text: Constructed in the age and spirit of exploration, the Pacifica is a veteran presence in the Spanish navy, having been rebuilt multiple times throughout her prestigious career spanning four decades. She is a familiar sight to merchants in the Pacific Ocean, where her crew have had the opportunity to name islands, meet exotic species, and mingle with foreign tribes all for the glory and benefit of Spain.

    Historical Custom of the Day #283

    Francis Fernando
    Pirate
    Crew
    6 points
    Ability: Captain. Parley.
    Link: Bennett

    Bennett
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 6
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+L
    Cannons: 3L
    Ability: This ship gets +1 to her cannon rolls against Spanish ships.
    Link: Francis Fernando

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

    #1895
    Ben
    Keymaster

    Blazing Inferno
    Faction Affiliation: Cursed
    Rarity: C
    Type: Ship
    Point Value: 14
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 2S-3S-2S
    Ability: Firepot Specialist. At any time during one of this ship’s actions you may replace any number of her masts with fire masts. If this ship has any fire masts and touches an enemy ship, replace one of that ship’s masts with a fire mast.

    Flavor text: Not only do the crew of the Blazing Inferno rain flaming projectiles upon their foes, they even sabotage their own ship to set enemies alight. After a brief masquerade as a fireship, the undead Cursed fiends run out new sails from deep in the hold to begin their next journey – to the flames of Hell.

    Historical Custom of the Day #284

    Lewis Ferdinando
    Pirate
    Crew
    4 points
    Ability: This ship gets +1 to her cannon rolls against targets without all their masts.

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

    #1919
    Ben
    Keymaster

    Blazanar
    Faction Affiliation: Pirate
    Rarity: C
    Type: Crew
    Point Value: 5
    Ability: Captain. Firepot Specialist.

    Flavor text: Called “scum pudding” by Rupert Hargreaves, this pyromaniac has a penchant for arrogance and shouting matches with his enemies. Some crews even report that you can hear his grandiose “terms of surrender” and brash remarks before you even see his ship.

    Historical Custom of the Day #285

    John Evans
    Pirate
    Crew
    5 points
    Ability: Captain. Filching Gold.
    Link: Scowerer

    Scowerer
    Faction Affiliation: Pirate
    Rarity: R
    Type: Ship
    Point Value: 7
    Number of Masts: 1
    Cargo Space: 3
    Base Move: S+S+S
    Cannons: 4S
    Ability: Schooner.
    Link: John Evans

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

    #2033
    Ben
    Keymaster

    Stellan Stoneblade
    Faction Affiliation: Viking
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Captain. This ship gets +2 to her boarding rolls.

    Flavor text: Wielding a giant stone broadsword from centuries ago, this joysome old warrior is formidable to catch a glimpse of, let alone fight.

    ~~~~~

    Historical Custom of the Day #286

    James Fife
    Pirate
    Crew
    7 points
    Ability: Captain. If this ship wins a boarding party on a 6, she may capture the crew with the highest point cost instead of eliminating it. A captive becomes assigned to this ship, takes up no cargo space, and can use its abilities. The captive cannot leave this ship.
    Link: Portsmouth, Elizabeth

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

    #2034
    Xerecs
    Moderator

    The Inferno looks very interesting, very high-risk, but high reward as well. her ability to give herself fire masts, would her controller have to roll for those fire-masts?

     

    I like Stellan, I’d probably try and find a way to get him onto the Wodin, for gold capturing fun.

     

    The final regular faction for Spherus Magna! The Mercenaries are here!

     

    Clipper Ship– This ships movement is measured from bow to stern

    Destiny’s Hand
    Mercenary
    Points: 17
    Masts: 5
    Cargo: 4
    Cannons: 3L-2S-4S-2S-3L
    Movement: L
    Ability: Mercenary. Once at the beginning of each of your turns roll a d6. On a result of 6 you may look at all face-down treasure on up to two islands.

    Flavor: The crew of Destiny’s Hand are all former smugglers and merchants. Their collective knowledge of hidden stores on hard to find islands has paid them dividends, and made their services desirable to many.

     

     

    Pit Tracker
    Mercenary
    Points: 13
    Masts: 4
    Cargo: 4
    Cannons: 4S-2L-2L-4S
    Movement: L
    Ability: Mercenary. Clipper Ship. This ship cannot shoot when she carries treasure.

    Flavor: Reclaimed from a French wreck, the Pit Tracker is still unstable. The crew don’t dare fire her cannons, for fear that the kick will do more damage to their ship. This fear is tenfold when her hold is laden with cargo.

    #2035
    Ben
    Keymaster

    The Inferno looks very interesting, very high-risk, but high reward as well. her ability to give herself fire masts, would her controller have to roll for those fire-masts?

    Yes, the fire masts function normally.

    For the Pit Tracker’s flavor text, I think recoil works better than “kick”, unless I’m missing something.

    #2055
    Jonathan Bowen
    Participant

    Hello everyone!! I’ve heard that some more peoples have joined the site! I’m also probably numerous weeks behind on everything! ???

    Unfortunately, I do not have an update for Seas of Doom, today. However, I have something else; something kinda special. ??

    If you guys remember, halfway through Dark Tides, Google Docs and my phone’s Notepad where I was recording the set both failed me and ended up deleting a bunch of my stuff, including a set of unreleased Limited Edition pieces and some Super Rares. ?? Through a somewhat complicated and actually legal means, I have recovered some of the data from my phone’s Notepad! ?

    I therefore have for you today, the unreleased Limited Edition pieces from Pirates of the Dark Tides!!

    Let’s begin with the relevant keywords so these all make sense:

    1. Piraka: This piece has the Black Mark Keyword, and gets +1 to all die rolls

    2. Copycat: At the beginning of each of your turns, choose any ability possessed by any ship or crew in play; this piece has that ability. You may make a different choice each turn.

    3. 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.

    4. S-Range Immunity: This ship cannot be shot at by ships within S of her.

    1. Piraka Stronghold
    Gold: 12
    Flags: 4
    Guns: 2S, 3S, 3S, 4S
    Ability: This fort cannot shoot at pieces with the Piraka keyword. The first time this fort hits an enemy ship each turn, instead of eliminating a mast, the fort’s controller may give the target ship an action on her next turn.
    Faction Affiliation: Pirate

    2. Kranzhi
    Gold: 14
    Flags: 6
    Guns: 3S, 3S, 3S, 3L, 3L, 3L
    Ability: Unfriendly ships within L of this fort get -1 to their cannon rolls.
    Faction Affiliation: The Cursed

    3. Ar-Tah’Ka
    Gold: 14
    Flags: 6
    Guns: 4S, 3S, 3S, 3S, 3S, 4S
    Ability: Friendly ships docked at his fort cannot be shot at.
    Faction Affiliation: Mercenary

    4. Metru-Nui Coliseum
    Gold: 10
    Flags: 6
    Guns: 3S, 2S, 3S, 2S, 3S, 2S
    Ability: Friendly ships docked at this fort may repair two masts in one repair action.
    Faction Affiliation: American

    5. Mahri-Nui
    Gold: 7
    Flags: 3
    Guns: 3S, 3L, 3S
    Ability: This fort must be built on a Sargasso Sea. This fort may shoot at submerged targets within S of its base. Submerged ships may dock at this fort.
    Faction Affiliation: Mercenary

    6. Destral
    Gold: 9
    Flags: 6
    Guns: 3S, 3S, 3S, 3S, 3S, 3S
    Ability: Once, at the beginning of your turn, you may give this fort an action. Roll a d6. On a result of a 6, you may move this fort to any other empty wild island in play. Your turn ends after Destral has been relocated.
    Faction Affiliation: The Cursed

    7. Umbra
    Points: 20
    Masts: 3
    Cannons: 3S, 3L, 3S
    Cargo: 3
    Base Move: L+L
    Ability: Mercenary. Schooner. Broadsides Attack.
    Faction Affiliation: Mercenary

    8. Vesok
    Points: 12
    Ability: Piraka. Limit. Copycat.
    Link: Hakann; Avak; Thok; Zaktan; Reidak
    Faction Affiliation: Pirate

    9. Zaktan
    Points: 14
    Ability: Piraka. Limit. Fleet Admiral. S-Range Immunity.
    Link: Hakann; Avak; Thok; Vesok; Reidak
    Faction Affiliation: Pirate

    10. Reidak
    Points: 12
    Ability: Piraka. Limit. This ship cannot be affected by enemy abilities more than once; actions are not abilities.
    Link: Hakann; Avak; Thok; Vesok; Zaktan
    Faction Affiliation: Pirate

    Before i get flamed: yes I know that these Piraka are both “bjorken” and impossible to play in tandem with each other even tho they link. ??
    The link is mostly because of the characters they’re based on and who they’re “supposed to be”.

    Now I’m sure some of you are wondering where the Super Rares are. In response to that, I can only say that, sadly, due to the manner of their content, they will not be released with Pirates of the Dark Tides. However, they will be released with Pirates: The Seas of Doom. So y’all gotta wait just a li’l bit longer to see what they are.

    As always, feedback and non-murdering criticism is welcome 😉
    Respond with any questions or concerns you have regarding any of these pieces; and I’ll probably get back to you before the end of November ?

    Until the next post

    -J. W. Darkhurst

    #2061
    Ben
    Keymaster

    Through a somewhat complicated and actually legal means, I have recovered some of the data from my phone’s Notepad!

    Awesome!  And I love forts, so wow am I in for some fun times here!  O_O  And I thought some of my forts were expensive!   XD

    Piraka Stronghold is fascinating, though I’d want to find some way to increase the cannon ranges so opponents can’t avoid it so easily.   I understand you just recovered the information, but I think it’s easier to digest game pieces if the faction affiliation is the second part of each listed (just after name).

    Kranzhi actually strikes me as a bit too expensive.  I think you could playtest that one at about 10 points and see how it goes.

    The Coliseum is a neat idea, and would be great to have on the outskirts of a big battle in a campaign game.

    Mahri-Nui feels a bit overpriced – although submerged ships can dock there, they still wouldn’t be able to repair unless you allowed that too.  And subs are kinda small, so entering the Sargasso Sea just to get to the fort seems like risky business.

    Destral: WOW, is that wacky!  XD   I’m not a fan of the teleportation aspects of this game of course, but the Cursed are the faction to do it with.  It seemed OP at first, but relocating basically means your whole turn gets skipped, which is pretty much a no-go even in small games, let alone when you control dozens of ships.  I’m not really sold on it being a great fort, between the high cost (probably too high considering the massive downside of relocation) and the fact that it would be difficult to place in a spot where an opponent wouldn’t be able to handle it.  All S-range guns mean that most opponents could park ships just out of range and blast away, and having your turn end immediately after relocation means that the fort can’t shoot right away to surprise an opponent (not that I think it should be able to haha).  I think making some or all of the guns L-range and making the downside of relocating a little less harsh could make this more playable.  I do appreciate that you went very high on the costs though – better to overprice than underprice with customs, especially with new abilities.

    Umbra is a nice first-strike gunship, but a little pricey for me.  I think 17 points would be a fair starting point.

    Vesok needs to be ridiculously expensive.  The copying ability is pegged at about 11 points per DJC Davy Jones, which I think is about right.  Piraka is worth a LOT of points – if a regular world hater is 4 points, Piraka should be at least double.  Just using the +1 for EA/SAT/AA rolls would be a big benefit, let alone applying it to boarding, ramming, cannons obviously, and other stuff… the combination of abilities are arguably worth at least 19 points and quite possibly more.

    S-immunity shouldn’t exist, especially on a crew, so Zaktan is broken.  Wouldn’t play with/against that one.

    Reidak is interesting though.  It reminds me of the Holy Water/Davy Jones’ Heart UT’s, but with a restriction.  I think there would be a massive Pirate Code entry for that, and have a feeling he’s a little overpriced.  (no idea though – playtesting required)

    I actually don’t have issue with Limit on linked pieces – it’s fun to have flavor text make for some “impossible” to use combos (but only rarely to avoid mass confusion lol).

    ~~~~~

    I suppose it’s fitting to release one of my wackier customs now!

    Shadow Dance
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Ship
    Point Value: 24
    Number of Masts: 3
    Cargo Space: 4
    Base Move: S+L
    Cannons: 4L-3L+L-4L  (middle cannon basically has Extended Range)
    Ability: Up to two times per turn when this ship is hit, you may choose a different option. 1. This ship is not hit, and the shot instead hits a target within range beyond this ship. 2. This ship is not hit, and you may choose to hit a different ship within range of the shot instead.

    Flavor text: Perfecting the art of appearing in two places at once, the conniving crew members of this vessel are scheming to get all the way to the throne of Spain. After successfully deking out various pirate captains, they think they have a chance.

    Historical Custom of the Day #287

    George Legge
    English
    Crew
    7 points
    Ability: Captain. English ships within L of this ship get +1 to their cannon rolls against the Dutch.
    Link: HMS Pembroke, HMS Fairfax, HMS Royal Katherine, Edward Spragge

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

    #2073
    Xerecs
    Moderator

    Two more!

     

    Battleship– This ship has two shots per mast, and the Extended Range keyword.

     

    Ash Bear
    Mercenary
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 3S-4S-4S
    Movement: L
    Ability: Mercenary. Battleship.

    Flavor: A scavenged prototype, the Ash Bear was reconstructed and added into Nemo’s growing armada. While her timbers and sails are sound, her cannons and the technology that surrounds them is currently beyond even Nemo. As a result, she is not as accurate as desired.

     

    Crazy Monkey
    Mercenary
    Points: 14
    Masts: 3
    Cargo: 4
    Cannons: 3S-4L-3S
    Movement: S+S
    Ability: Mercenary. Submarine.

    Flavor: The Depth Charge was sent on an assignment by Nemo, and never came back. Later he found the Submersible beached on a sandbar. The crew had all vanished, but a large and hostile species of Monkey had infested the ship, prompting Nemo to re-name the ship.

    #2088
    Ben
    Keymaster

    Huk de Plentein (“uke” not “uck”; H is silent)
    Faction Affiliation: Mercenary
    Rarity: SE
    Type: Ship
    Point Value: 15
    Number of Masts: 2
    Cargo Space: 5
    Base Move: S+L
    Cannons: 2S-2L
    Ability: Mercenary. Catamaran. Once per turn, this ship may move S after loading treasure.
    Link: Ja Mo’han

    Flavor text: The flagship of a tribal leader in the Philippines. Often at the front of a pack of canoes, this vessel is fast, durable, has a large cargo hold, and carries modern arms captured from the Europeans.

    Ja Mo’han
    Faction Affiliation: Mercenary
    Rarity: C
    Type: Crew
    Point Value: 6
    Ability: Captain. 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.]. When this ship hits another ship, you choose which mast is eliminated.
    Link: Huk de Plentein

    Flavor text: This tribal leader is well-respected by all he meets. Although courteous, he knows when to cease trivialities and open fire. His numbers continue to grow, although tribal canoes have not been very effective against men-of-war.

    Historical Custom of the Day #288

    HMS Pembroke
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 9
    Number of Masts: 3
    Cargo Space: 4
    Base Move: L
    Cannons: 3S-4L-3S
    Ability: None.
    Link: George Legge

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

    #2133
    Ben
    Keymaster

    Caliru
    Faction Affiliation: Cursed
    Rarity: R
    Type: Ship
    Point Value: 21
    Number of Masts: 5
    Cargo Space: 2
    Base Move: S+S+S
    Cannons: 3L-3L-3L-3L-3L
    Ability: Sea Monster. Massacre. [If this ship succeeds at a boarding party, she can eliminate all of the other ship’s crew.]

    Flavor text: Pierre Aronnax is trying to prove that this crazed beast is related to Calim – for most, the similarities of their devastating attacks is more than enough justification to simply run in terror.

    Historical Custom of the Day #289

    Fairfax
    Faction Affiliation: English
    Rarity: C
    Type: Ship
    Point Value: 10
    Number of Masts: 3
    Cargo Space: 3
    Base Move: L
    Cannons: 3L-3L-3L
    Ability: This ship gets +1 to her cannon rolls against Dutch ships.
    Link: George Legge

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

    #2143
    Xerecs
    Moderator

    Double helpings on Thanksgiving!

     

    Iron Fist
    Mercenary
    Points: 15
    Masts: 3
    Cargo: 3
    Cannons: 2L-3S-3S
    Movement: S+S
    Ability: Mercenary. Submarine. This ship gets +1 to her cannon rolls against any ship.

    Flavor: Most of Nemo’s captains prefer to ram a ship from under the water. The captain of the Iron fist however, is a former Nameless, and does not care for ‘fighting without fighting’. He has gone out of his way to get the best cannons he can afford and install them on his submersible.

     

     

    Skrall’s Hand
    Mercenary
    Points: 15
    Masts: 4
    Cargo: 4
    Movement: L
    Ability: This ship gets +1 to her cannon rolls against any ship. This ship cannot be pinned.
    Link: Skrall, Tuma, Stronius, Branar

    Flavor: Outcast from the Ionic homeland, the Skrall built a small armada, and took to the Seas. Now the Skrall’s Hand is all that remains of these proud warriors. Though small in number, their fighting prowess is unmatched, and their services as guns for hire is in great demand.

     

     

    Cryoshell
    Mercenary
    Points: 17
    Masts: 3
    Cargo: 3
    Cannons: 3S-4L-3S
    Movement: S+S
    Ability: Mercenary. Give this ship a shoot action. A sound wave S wide 3L long leaves the ship in one direction. Eliminate a mast from every ship in the path of the wave, and then eliminate a mast from this ship. This ability cannot be used on consecutive turns.

    Flavor: The crew of the Cryoshell has somehow found a way to turn music into a weapon. Their methods are imperfect however and often result in severe damage to their ship.

     

     

    Monks revenge
    Mercenary
    Points: 11
    Masts: 2
    Cargo: 3
    Cannons: 4S-4S
    Movement: S+L
    Ability: Mercenary. This ship gets +1 to its boarding rolls. Jade Rebellion crew may use their abilities on this ship.

    Flavor: Crewed entirely by Shaolin monks, the aptly named Monks Revenge scours the seas for their lost sacred texts.

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