main page of Miniature TradingMiniature Trading

Let us find for you the miniatures you need

 

bulletin boards

 FAQFAQ   SearchSearch 
Custom Ships 2 (post your custom game pieces here!)
Goto page Previous  1, 2, 3 ... 38, 39, 40 ... 52, 53, 54  Next
 
Post new topic   Reply to topic    Miniature Trading Forum Index -> Pirates CSG
View previous topic :: View next topic  
Author Message
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 3048

Subject:    PostPosted: Thu Jul 12, 2018 12:41 pm Reply with quote

selvaxri wrote:
Steve MacCuttens
Nat. American
Pt 5
Musketeer
When this ship is boarded, give this ship an immediate Broadside Attack action if the ramming ship is within range.
Once a slave, and survivor of many a Cursed raids and attacks, Steve has put in contingencies to fend off those that otherwise hinder his freedom.
The concept is neat, but you're better off just saying that the ship can fire all of its cannons (unmodified) after being rammed and boarded.

Broadsides Attack has some logistical issues that could come up when used this way, particularly the line of sight requirements.
Back to top
View user's profile Send private message
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 6140

Subject: I made some cool stuff yesterday   PostPosted: Thu Jul 12, 2018 1:15 pm Reply with quote

Fiend's Temperament
Faction Affiliation: Cursed
Rarity: Uncommon
Type: Ship
Point Value: 16
Number of Masts: 4
Cargo Space: 4
Base Move: S+L
Cannons: 3L,3S,3S,3L
Ability: This ship gets +1 to her cannon rolls against targets with all their masts.
Link: Crew with "Fiend" in name

Flavor: A popular respite for fiends trying to get their own ship, this speedy warship is one of the fastest currently sailing for the Cursed. Her regular crew hate seeing healthy enemy ships, and love to catch them and tear them apart - with both cannonballs and cutlasses.

This ship's stats are partly inspired by the Executioner , who I see as her main competition.

Ulima
(not my artwork! Just a decent depiction of what she looks like in my head XD)

Cursed
Crew - Uncommon
7 points
Ability: Hostile: England, France, Spain, Dutch. EA. This ship gets +1 to her cannon rolls against forts within S of her. Jade Rebellion crew can use their abilities on this ship.
Link: Sea Lantern, Decaying Empire

Flavor: Confirmed to be a female who once fought with the Jade Rebellion, this mysterious figure has betrayed former European allies in a quest for both love and forgiveness. Whether she finds either is yet to be known. In the meantime, her affinity for naval victories have assissted the Cursed in their own quest for human annihilation.

Here's a complex character I created yesterday. I'm going completely out of "creation order" at this point, but I just want to vary the factions a bit and release stuff in a certain way. I like the idea of giving the Cursed some of the EA/SAT type abilities they sorely lack, but without making them as cheap as they are for other factions. So in this case, bumping up the cost with additional abilities that make the crew stand out as unique and not be simple clones of the basic crew in other factions (such as Admiral Morgan ). Just don't want to make the Cursed too similar to the existing superior factions, so I'll continue to go with "gimmicky and expensive powerful" rather than conventionally powerful, at least most of the time.

~~~~~

Historical Custom of the Day #156

Edward Collier
English/Pirate
Crew
6 points
Ability: Hostile: Spain. Massacre. This ship gets +1 to her cannon rolls against forts within S of her.
Link: Admiral Morgan , Satisfaction

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


~~~~~
Check out my fansite at Pirates with Ben!
Back to top
View user's profile Send private message
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 3048

Subject: Re: I made some cool stuff yesterday   PostPosted: Thu Jul 12, 2018 1:32 pm Reply with quote

a7xfanben wrote:
Fiend's Temperament

Ability: This ship gets +1 to her cannon rolls against targets with all their masts.

Similar abilities have been suggested in the past, but I don't think any of them have ever directly addressed the timing issue.

Specifically, does that bonus last for the entire shoot action, or is it lost the instant you knock off the first mast? As written, you'd have to go with the latter.
Back to top
View user's profile Send private message
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 6140

Subject: Re: I made some cool stuff yesterday   PostPosted: Thu Jul 12, 2018 1:35 pm Reply with quote

woelf wrote:
a7xfanben wrote:
Fiend's Temperament

Ability: This ship gets +1 to her cannon rolls against targets with all their masts.

Similar abilities have been suggested in the past, but I don't think any of them have ever directly addressed the timing issue.

Specifically, does that bonus last for the entire shoot action, or is it lost the instant you knock off the first mast? As written, you'd have to go with the latter.


Yup, the latter is fine. Generally not as good as the opposite, but I'm fine with that.

~~~~~
Check out my fansite at Pirates with Ben!
Back to top
View user's profile Send private message
fallschirmjager

Canceled user





Subject:    PostPosted: Thu Jul 12, 2018 3:56 pm Reply with quote

Number: 009
Name: Hollow Cry
Nation: Cursed
Type: Ship
Cost: 9
Masts: 1
Move: L+S
Cannons: 3S
Cargo: 3
Ability: This ship cannot shoot when she carries treasure. Fear.

Number: 010
Name: Clubbed Seal
Nation: Cursed
Type: Longship
Cost: 21
Masts: 3
Move: L
Cannons: 3L-4L-3L
Cargo: 3
Ability: Longship. Extended Range. This ship ignores icebergs when given a move action.
Back to top
selvaxri
Avatar for selvaxri
Guru
Guru


Joined: 27 Sep 2014
Posts: 773

Subject:    PostPosted: Fri Jul 13, 2018 1:46 am Reply with quote

Gutshot
Nat. American
Masts 2
Cannons 2S-3S
Cargo 2
Movement S+S+S
Sleek (This ship cannot be pinned.)
If this ship makes a full move action to ram, it gets +1 to its ramming roll.
When this ship rams another ship, you may give it a shoot action.
[Link- James Carver-McClintock]
One shouldn't confuse "hit-and-run tactics" with Carver's "Run-and-hit tactics. The Gutshot is often called a suicide runner, because of the tactics the captain often employs.

James Carver-McClintock
Nat. American
Pts: 5
Captain, Musketeer
Whenever this cannon rolls a 6, eliminate the lowest-cost crew from opposing ship.
Short tempered, but quick to the draw, Carver joined the Navy after learning that an old Navajo drinking buddy had been slain by agents of Davy Jones.
Back to top
View user's profile Send private message
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 3048

Subject:    PostPosted: Fri Jul 13, 2018 12:32 pm Reply with quote

selvaxri wrote:
Gutshot

Movement S+S+S

If this ship makes a full move action to ram, it gets +1 to its ramming roll.
What do you mean by a "full move action"?

Quote:
When this ship rams another ship, you may give it a shoot action.
The way this is worded and positioned in the sequence, it would count as a full shoot action instead of a free one that was part of the move action.

When this ship had a Captain, technically you could move-shoot-ram-shoot, but then this ship would be done for the turn because the action limit would apply toward that second shoot.
Back to top
View user's profile Send private message
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 6140

Subject: Oh boy, down the rabbit hole I go. LOL   PostPosted: Fri Jul 13, 2018 5:38 pm Reply with quote

Flaming Lands
Faction Affiliation: Mercenary
Rarity: Uncommon
Type: Ship
Point Value: 12
Number of Masts: 3
Cargo Space: 3
Base Move: S+S
Cannons: 2S,3L,2S
Ability: Mercenary. Firepot Specialist. This ship gets +1 to her cannon rolls against forts within S of her.

Flavor: Determined to set everything on fire so more prey will be forced to take to the seas, the pyromaniacs aboard this vessel have no regard for ethical concerns.

Jousting Champion
Mercenary
Crew - Uncommon
4 points
Ability: Ex-Patriot. Once per action, choose a ship within S of this ship. Roll a d6. On a 3-6, eliminate one crew on the enemy ship.

Flavor: After dominating jousting tournaments across Europe, this man heard of the incredible wars going on in the naval theater. Training himself to throw familiar projectiles, he took to the sea. He now makes a hefty sum per javelin thrown, often impaling important crew members of enemy ships.

~~~~~

Historical Custom of the Day #157

John Graham
Pirate
Crew
6 points
Ability: Doctor. 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.
Link: Captain Veale

Perhaps he'd be more useful at 5? Doctor is really only worth 4, and you can make a case for the "run away" ability to be worth 1 or 2.

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


~~~~~

Looking up artwork for my custom crew has just led me to a silly idea for a new series. Someone could post outrageous, bizarre, or just plain confusing artwork, with the challenge being to turn it into a custom crew. Just in case anybody is feeling silly, here's an example. Not that there should be a custom crew like this in Pirates. XD


~~~~~
Check out my fansite at Pirates with Ben!
Back to top
View user's profile Send private message
selvaxri
Avatar for selvaxri
Guru
Guru


Joined: 27 Sep 2014
Posts: 773

Subject:    PostPosted: Sat Jul 14, 2018 6:43 am Reply with quote

woelf wrote:
selvaxri wrote:
Gutshot

Movement S+S+S

If this ship makes a full move action to ram, it gets +1 to its ramming roll.
What do you mean by a "full move action"?

Quote:
When this ship rams another ship, you may give it a shoot action.
The way this is worded and positioned in the sequence, it would count as a full shoot action instead of a free one that was part of the move action.

When this ship had a Captain, technically you could move-shoot-ram-shoot, but then this ship would be done for the turn because the action limit would apply toward that second shoot.


"Full move" as in it moved it's complete allowed movement [S+S+S] before ramming the ship. as opposed to moving only S or S+S to ram a ship.

How would you work/reword Carver's ability- the full intention of it is- to shoot after ramming. not really circling a ship, maxing out the actions of any given ship.
Back to top
View user's profile Send private message
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 6140

Subject:    PostPosted: Sat Jul 14, 2018 10:58 pm Reply with quote

Here's an exciting new linked pair I made today! Love doing the flavor text for my fantasy stuff. Pirates of the Epic Seas has nearly reached 400 total game pieces!! Shocked

Hell Rising
Faction Affiliation: Cursed
Rarity: Rare
Type: Ship
Point Value: 23
Number of Masts: 5
Cargo Space: 5
Base Move: S+L
Cannons: 2L,3S,3S,3S,2L
Ability: S-Board. If this ship has a crew with the Eternal keyword, she gets +3 to her boarding rolls.
Link: Clandesis the Dethroned

Flavor: The ship of Clandesis the Dethroned, the Hell Rising is the embodiment of his pure rage. She is always under full sail, catching enemies and ripping them apart with cannons, swords, scythes, and axes. Though Clandesis always leads the boarding parties himself, his crew have taken after him and are adept at swinging far from the rigging to board before the enemy ships are ready.

Clandesis the Dethroned (Clan-dee-sis)
Cursed
Crew - Rare
7 points
Ability: Hostile: France. Massacre. This ship gets +1 to her die rolls against ships with a point cost of at least 20.

Flavor: Completely incapable of coping with the disappointment of being cast aside when it was supposed to be his turn as King of France, this anguished soul turned from a hopeful young noble to one of the most brutal criminals to ever set sail. After being passed on by his father in favor of his younger brother, Clandesis broke and went mad. Now unable to physically smile, he has poured his immeasurable hatred into perfecting his ship. He leads aggressive boarding parties from the mainmast of the Hell Rising, making sure to leave none alive after every encounter. When he sees a flagship that could possibly be carrying any of his family or even nobility of other nations, he goes into a crazed frenzy.

~~~~~

Historical Custom of the Day #158

Captain Veale
Pirate
Crew
6 points
Ability: Captain. Parley.
Link: John Graham

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


~~~~~
Check out my fansite at Pirates with Ben!
Back to top
View user's profile Send private message
xerecs

Canceled user





Subject:    PostPosted: Sat Jul 14, 2018 11:30 pm Reply with quote

I really like this linked pair! It seems to me that most of the Hell Rising's cost is derived from her stats, since S-board and the boarding ability are not/don't seem that expensive. I could be wrong of course. Very Happy

Clandesis is interesting, since there aren't that many 20+ point ships, custom and otherwise. He's a flagship hunter alright, as his flavor text explains.


Three at once again!

Terak
Points:
Ionic
Masts: 4
Cargo: 2
Cannons: 3S-3S-3S-3S
Movement: L
Ability: EA. Friendly ships within S of this ship get +L to their base moves.

--I'm not sure where to price this one, I feel that her ability could put her up close to 20 points.


Uxar
Points: 23
Ionic
Masts: 4
Cargo: 3
Cannons: 3S-2L-2L-3S
Movement: S+L
Ability: Shipwright. Once per turn roll a d6. On a 5-6 as a free action you may repair a mast on a friendly ship within S.


G’Ko
Points: 18
Ionic
Masts: 4
Cargo: 4
Cannons: 3L-3L-3L-3L
Movement: S+S
Ability: If this ship is assigned a captain crew it gets +L to its base move and +1 to its cannon rolls.

-- This should probably be more expensive.......

I think tomorrow we'll take a look at some more of the Ionic crew, since the only ones we've seen so far are the six from the introduction! Shocked
Back to top
fallschirmjager

Canceled user





Subject:    PostPosted: Sun Jul 15, 2018 2:15 am Reply with quote

Number: 033
Name: Icebox
Nation: Viking
Type: Flotilla
Cost: 8
Masts: N/A
Move: T
Cannons: 2L-3L-3L-2L
Cargo: 0
Ability: Extended Range. This Flotilla May be placed on icebergs. If it is the iceberg moves normally. All rolls made for this iceberg get +1


Number: 034
Name: Berserker
Nation: Viking
Type: Longship
Cost: 15
Masts: 3
Move: L+S
Cannons: 4S-3S-3S
Cargo: 2
Ability: S-board. If this ship succeeds at a boarding party it also eliminates a mast.



Number: 035
Name: The Tusk
Nation: Viking
Type: Icebreaker
Cost: 12
Masts: 3
Move: S+S
Cannons: 5L-4L-5L
Cargo: 5
Ability: Icebreaker. When this ship carries no cargo she gets +S to her base move.


Number: 036
Name: Sardine
Nation:
Type: Longship
Cost: 15
Masts: 2
Move: L
Cannons: 2L-2L
Cargo: 3
Ability: Longship. Akua Lupu’s Ability- Akua Lapu


Number: 037
Name: Glacial Mist
Nation: Viking
Type: Longship
Cost: 17
Masts: 3
Move: L
Cannons: 3L-2S-3L
Cargo: 4
Ability: Longship. If this ship ends her turn touching an iceberg she may use her next turn to move out of any other iceberg on play.


Number 38
Name: Myri
Nation: Viking
Type: Longship
Cost: 16
Masts: 3
Move: S+S
Cannons: 2S-4L-2S
Cargo: 4
Ability: Longship. Once per turn roll a D6, on a 5 or a 6 this ship may be given an extra action.
Back to top
woelf
Avatar for woelf
Guru
Guru


Joined: 10 Nov 2008
Posts: 3048

Subject:    PostPosted: Sun Jul 15, 2018 7:24 am Reply with quote

selvaxri wrote:
woelf wrote:
selvaxri wrote:
Gutshot

Movement S+S+S

If this ship makes a full move action to ram, it gets +1 to its ramming roll.
What do you mean by a "full move action"?


"Full move" as in it moved it's complete allowed movement [S+S+S] before ramming the ship. as opposed to moving only S or S+S to ram a ship.
If it just needs to use each segment, there's nothing stopping it from using a shorter distance for each.

If all segments and the entire length of each is required, with a S+S+S it'll be zig-zagging all over the place but should still be able to use it most turns that it needs it. Assuming that's the intent, this would be a much more interesting ability with a shorter based move, especially with a single segment, because then the requirement of using it all would be more meaningful and would force you to work harder to line things up correctly.

Quote:
Quote:
Quote:
When this ship rams another ship, you may give it a shoot action.
The way this is worded and positioned in the sequence, it would count as a full shoot action instead of a free one that was part of the move action.

When this ship had a Captain, technically you could move-shoot-ram-shoot, but then this ship would be done for the turn because the action limit would apply toward that second shoot.


How would you work/reword Carver's ability- the full intention of it is- to shoot after ramming. not really circling a ship, maxing out the actions of any given ship.
You could call it out as a free action that occurs after ramming, but it should also specify that it can't be used with a Captain so you're not giving this ship a double shoot action with each move that happens to include a ram.
Back to top
View user's profile Send private message
a7xfanben
Avatar for a7xfanben
Guru
Guru


Joined: 27 Jun 2011
Posts: 6140

Subject:    PostPosted: Sun Jul 15, 2018 1:10 pm Reply with quote

xerecs wrote:
I really like this linked pair! It seems to me that most of the Hell Rising's cost is derived from her stats, since S-board and the boarding ability are not/don't seem that expensive. I could be wrong of course. Very Happy

Clandesis is interesting, since there aren't that many 20+ point ships, custom and otherwise. He's a flagship hunter alright, as his flavor text explains.


Thanks! Yeah the Hell Rising needs to be extremely expensive overall, combining pretty crazy stats with some decent abilities that work well together. Thinking about it in detail, S-Board at 4 and the Eternal-based boarding ability at 2 is probably the lowest I could go. That would put the ship at just 17 with no abilities, which I feel is definitely too low for a ship that good. I think a base cost of 20 would be more appropriate, so I'll probably raise her cost to 25 or 26.

Quote:
Terak
Points:
Ionic
Masts: 4
Cargo: 2
Cannons: 3S-3S-3S-3S
Movement: L
Ability: EA. Friendly ships within S of this ship get +L to their base moves.

--I'm not sure where to price this one, I feel that her ability could put her up close to 20 points.


I could see 22 points. Both abilities are incredibly good, and the combos you could use this with are pretty crazy. Imagine pairing it with something like San Cristobal to give her another +L. Shocked Another thing that could happen is one ship could receive the bonus twice in a turn. A slow ship like El Acorazado could move S+L, then the Terak could catch up and the Acorazado could receive the bonus again with an EA/SAT, possibly moving up to S+S+L+S+S+L in one turn if she had a helmsman! Shocked

Then you've got the "cheerleader chain" combo I mentioned on a podcast episode, which understandably you said you haven't really attempted/thought of. Still, imagine a group of ships. They cluster around the Terak, getting +L. The Terak then moves on to another batch of ships, which also receive the bonus. Then the Terak gets an EA and moves onto a third batch of ships! Shocked I could easily see 8+ or maybe even up to around 15+ ships being affected in a "perfect turn" with this ability in a large game. Similar to how a cheerleader can strategically give bonuses to some ships while she's behind the lines of battle, then move to a slightly different area of the battle to give another handful of ships the same +1 to cannons bonus.

See how powerful it could be? It's another ability that gets better and better as the game size increases. Since there's no cap on it (limiting to 1-2 ships for example), there is potential for abuse.

I see some interesting options. Certainly no need to cater to any of these, but if you keep her as-is, the ship should probably be at least 22 points.
-Nix the built-in EA and keep her at 20 points.
-Put a cap on the ability so it only affects 1-3 friendly ships each turn.
-Limit the bonus to +S, though this is probably the least extreme change.

I'm thinking of another great opportunity for this ship. Use her as a "permanent" escort ship among gold runners in a big game. With lots of gold runners making frequent trips to the same wild island, this ship would be perfect as a "traffic booster" either right in the middle, or on the fringes of the trade route (so she doesn't get in the way as much). EA would make it really great, since you could move up to L+S+L+S to give lots of gold runners a very nice +L boost.

The more combos I think of, the more it becomes clear that this ship should be very expensive. Perhaps it's a little extreme, but I could even see a "regular cost" (~20) and a "campaign game cost" (probably 25+) to make it more "fair" or playable at both levels. Not that that's a good solution though - a cap on the number of ships affected would solve the scalability problem right away.

Well, I've rambled about that one for a while. XD Lots of interesting possibilities there. This is part of why I love customs so much, but also why I like to overprice things in anticipation of them being abused in ways that don't immediately appear when creating them. When we get into abilities that have never been played, a whole new realm of "play testing" and adjustments opens up.

Quote:
Uxar
Points: 23
Ionic
Masts: 4
Cargo: 3
Cannons: 3S-2L-2L-3S
Movement: S+L
Ability: Shipwright. Once per turn roll a d6. On a 5-6 as a free action you may repair a mast on a friendly ship within S.


Funny enough, I think this could maybe come down to 20 or 21. The Terak is far more abusable because this ability is limited to one friendly ship within S. Outside of the speed, nothing else is too crazy for a 4 master here. I suppose you're intending that the ability would work on sea creatures? Maybe it should be 23 and I'm not seeing it. Smile Either way, seems like the Terak should be more expensive.

Quote:
G’Ko
Points: 18
Ionic
Masts: 4
Cargo: 4
Cannons: 3L-3L-3L-3L
Movement: S+S
Ability: If this ship is assigned a captain crew it gets +L to its base move and +1 to its cannon rolls.

-- This should probably be more expensive.......


Looking at a basic "maxed out state", you'd have S+S+L+S with 4 2L guns for 23 points. Somewhat comparable to the OP Cristobal mentioned above, but with less hybrid potential. Perhaps this is about where Wizkids would have costed it, but for some reason they didn't understand how amazing these "+X with a captain" abilities would be (though the HP and BP aren't nearly as OP on their own as the SC). I think playtesting at 20 would be fine.

~~~~~

Ancient Noose
Faction Affiliation: Cursed
Rarity: Common
Type: Ship
Point Value: 18
Number of Masts: 2
Cargo Space: 4
Base Move: S+S
Cannons: 3S,3L
Ability: Longship. Sac. Possession.

Flavor: Aboard this ship is a noose that killed a king of Europe. The Cursed worship at the noose, and routinely use it to hang victims, which greatly excites them in their quest for more power.

I'll be doing my more "normal" post in this thread later today. Yet another "huge" piece is coming.... Twisted Evil

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


~~~~~
Check out my fansite at Pirates with Ben!
Back to top
View user's profile Send private message
xerecs

Canceled user





Subject:    PostPosted: Sun Jul 15, 2018 6:48 pm Reply with quote

Would making the Terak's +L ability similar to Roberto Santana be 'better' or worse? Wording would look something like:
Once per turn give one friendly ship +L to it's base move.

Other than that I think I would put a cap on how many ships it could give a bonus to. 1-2 feels too low to me to be effective, but more than that might feel too good.
I'm probably not going to nix her built in EA, since I'm fairly sure it's few and far between with the Ionics.

Quote:
Funny enough, I think this could maybe come down to 20 or 21. The Terak is far more abusable because this ability is limited to one friendly ship within S. Outside of the speed, nothing else is too crazy for a 4 master here. I suppose you're intending that the ability would work on sea creatures? Maybe it should be 23 and I'm not seeing it.


I might have intended it to work on Sea Creatures, but I forget. I agree this one can come down in cost. I'm thinking 19 points for her, since the odds of actually getting the second ability to work, and the situational nature of it are enough to bring it down 4 points.

how about a middle ground of 19 for the G'Ko? I don't really want all my ships to be 20+ points. Very Happy
Back to top
View previous topic :: View next topic  
Display posts from previous:   
Post new topic   Reply to topic    Miniature Trading Forum Index -> Pirates CSG All times are GMT
Goto page Previous  1, 2, 3 ... 38, 39, 40 ... 52, 53, 54  Next
Page 39 of 54

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.11 © 2001, 2002 phpBB Group
[Total forum time spent: 0.1695 seconds]