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a7xfanben
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Subject: Custom Ships organized version   PostPosted: Thu Apr 30, 2015 11:43 pm Reply with quote

Quote:
@ a7, do you want to start that thread, or should one of us:?:


Well, nobody did, so I guess I will! Very Happy

If they want, everybody can work on their own megapost with any new rulings, keywords, and other ideas from the Custom Ships thread. We've got 45+ pages and over 700 posts, so it's become rather difficult to keep track of which ideas belong to which person and which keywords and abilities mean what.

As rules questions and ability clarifications are asked and answered, each person can simply update their original post in this thread so it's clear which version of the keyword or game piece is the most practical to use in a real game.

As for me, I've mostly just made custom ships that use existing concepts. However, there are a few things I thought up recently.

11/8/2015: After just one game, it appeared that Bow Chasers should have scaled in cost since they're considerably more effective on a ship with a 2L foremast than, for example, a 3S foremast. Thanks to el_cazador for the following change.

Bow Chasers

Faction Affiliation: Neutral
Type: Equipment
Point Value: 5

This ship gains two additional cannons that can only shoot from the foremost mast of the ship. The cannons have 4L rank/range and the Extended Range keyword. The cannons can only fire in a straight line directly forward of the ship's bow. Other pieces of equipment cannot be used with Bow Chasers, and Bow Chasers cannot have their range or rank improved.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

After the ideas presented by marhawkman, the next concept will undergo revision at some point, but I still need to playtest this first version.

Fireship
This ship starts the game derelict with two fire masts. These fire masts cannot be removed by any means and the controller of this ship does not roll to eliminate them.

This ship is considered derelict and therefore can't be given move actions. This ship must be towed.

At any point during your turns you can release this ship and stop towing it. Point the ship's bow in any direction. Starting on your next turn, roll a d6. The number is the number of turns this ship moves before exploding. Each turn, move the ship L in a straight line in the direction that the bow is facing, the same direction every turn. If the ship rams ANY ship (even a friendly ship), roll a d6. On a 1-2, sink this ship. On a 3-5, sink this ship and replace all but one of the rammed ship's masts with fire masts. On a 6, sink this ship and the rammed ship.

One turn after this ship stops moving based on the d6 roll made when releasing her, this ship explodes. Measure S from all points on the ship (not from the fire masts) and replace up to two masts on every ship in range with fire masts.

This ship cannot be assigned crew and can't load or unload cargo.

This ship cannot be sunk by means other than it's own ability.

*(Extra ruling I just thought of, don't know if I like it yet.)
-After this ship is released, any ships may begin towing her. If they do, replace one of the towing ship's masts with a fire mast at the beginning of every turn that the ship is still towing the fireship. These fire masts cannot be removed by die rolls until the towing ship releases the fireship.


Last edited by a7xfanben on Sun Jun 18, 2017 5:48 pm; edited 6 times in total
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captain_vendari
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Subject:    PostPosted: Fri May 01, 2015 12:23 am Reply with quote

Vendari's Megapost


Sendora
Ships
INS Dawn Princess
Nation: Sendora
Points: 14
Masts: 4
Cargo: 3
Base Move: S+S
Cannons: 2S, 3L, 3L, 2S
Ability: Once per turn, before giving this ship an action, you may roll a d6. On a 5 or 6, this ship may be given the same action twice.
Flavor Text: ???
Link: Captain Salem Vendari

INS Sky Goddess
Nation: Sendora
Points: 16
Masts: 5
Cargo: 4
Base Move: L
Cannons: 2L, 2L, 2L, 2L, 2L
Ability: This ship gets +1 to her cannon rolls against any non-Sendoran ship.
Flavor Text: The flagship of the Imperial Armada, the INS Sky Goddess is a powerful force to be reckoned with.


Crew
Captain Salem Vendari
Nation: Sendora
Points: 5
Ability: Captain. Pirate crew may use their abilities on this ship.
Flavor Text: ???
Link: INS Dawn Princess, Karmiine Klovisk

Anabel Vendari
Nation: Sendora
Points: 0
Ability: Limit, Ransom. Choose one Sendoran crew during setup; this crew is linked to that crew. Once per turn, you may reroll any die roll you make for this ship; you must use the second die result.
Flavor Text: ???
Link: Captain Salem Vendari


Pirates
Ships
Rusty Hook
Nation: Pirate
Points: 15
Masts: 4
Cargo: 4
Base Move: L
Cannons: 3L, 2S, 2S, 2S
Ability: You opponent cannot initiate a boarding party against this ship.
Flavor Text: ???
Link: Donovan Richtarian


Crew
Donovan Richtarian
Nation: Pirate
Points: 6
Ability: On the turn this ship is pinned, you may eliminate a crew on, or steal one treasure from, the rammed ship.
Flavor Text: ???
Link: Rusty Hook

Karmiine Klovisk
Nation: Pirate
Points: 6
Ability: Once per turn, you may reroll any die roll you make for this ship; you must use the second die result. This ship gets +1 to her boarding actions.
Flavor Text: ???
Link: Captain Salem Vendari


Equipment

Ram
Points: 1
Ability: When this ship rams an enemy ship, it gets +1 to its roll for each segment it moved before ramming, up to a maximum of +2. If the result is 1, remove Ram from the game.

ERRATA: The bonus still applies, even if Ram is eliminated. It can still eliminate a mast if the ship has two or fewer remaining, dependent upon the final result.


Last edited by captain_vendari on Sun Sep 20, 2015 7:06 am; edited 2 times in total
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selvaxri
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Subject:    PostPosted: Fri May 01, 2015 12:58 am Reply with quote

Cackling Lunacy
Nat: Pirate
Cannons 6: 3s-4L-3s-2L-4s-4s
Move: S+S+S
Cargo: 3
Juryrigged, Improvised Hull, Ramship
This ship's movement is L if it has any armor plates, or lost any masts.
You may replace/repair the armor plates and ram's-head at your home island for 2g.

Simply put:
Juryrigged- This ship cannot repair at a wild island or at sea. Whenever a cannon rolls a 1, eliminate that mast. Whenever an opponent rolls a 6 on their cannon roll, if this ship's not battened down or has any armored plates, they choose which mast to eliminate.
Ramship- (You still measure movement from the bow of the ship, not from the ram's-head.) This ship isn't pinned after ramming, and can't initiate a boarding party, unless the the ram's-head is destroyed. You choose which mast to eliminate after a successful ram attempt. Eliminate the Ram's-head if you rolled a 1 on the ramming roll.
<Once your turn, if another ship is within S-range of the ram's-head, you may roll a d6. On a 6, move this ship to be ramming that ship. Eliminate the ram's-head after this action.*>
Improvised Hull- This ship comes with two 'Armored Plates' that are eliminated instead of masts. At the start of your turn, you may declare this ship 'Battened down.' As long as it's battened down, it's movement is reduced to S (regardless of effects or abilities), it cannot shoot, and it's masts and armor plates can't be eliminated unless cannons roll 6. [Ramming won't eliminate Masts/armor plates while battened down.]

Crazy idea: RETURN TO THE FROZEN NORTH Very Happy Junk and Galley ships were a mainstay after their inclusion, why not longships or the seldom played Icebreakers?

AES Melville *Arctic Expedition Ship*
Nat. American
Masts 4
Cannons 4S-4S-3S-2L
Cargo 4
Movement S+S
Icebreaker
Icebergs do not eliminate this ship's masts.
Whenever ~ rams an Icebreg, roll a d6. On a 6, take a random treasure from any Wild Island and load it onto this ship.
Rumor spread that Viking Kings were 'buried at sea' with their wealth. Someone theorized that those that didn't sink became frozen within the floes.

Frigid Wright
Nat. Cursed
Masts 3
Cannons 4S-4S-3L
Cargo 2
Movement S
Icebreaker
Whenever this ship rams an Iceberg, you may roll a d6. On a 5 or 6, instead you may move this ship to any other Iceberg.
Ancient magicks embedded in the ice allows those damned souls to transistion between the floes.

Froide Vengeance
Nat. Frencg
Masts 3
Cannons 3L-2S-4S
Cargo 3
Movement L
Icebreaker
This ship may tow Icebergs.
Still at war with the English, one general who skirted the floes of the northern waters concocted a hare-brained scheme- blockading the british fleet using the floes themselves.

Polar Drill
Nat. Pirate
Masts 2
Cannons 3L-3L
Cargo 4
Movement L
Icebreaker
Whenever ~ rams an Iceberg, move it so it's stern is opposite where you rammed. (End any remaining movement.)
A cunning and inventive captain once thought, "why fight through the floes, when it'd be easier to go through them?" The Polar Drill is the epitome of that thought.

HMS Welles
Nat. England
Masts 3
Cannons 3S-4L-3L
Cargo 4
Movement S+S
Icebreaker
Whenever this ship rams an Iceberg, you may roll a d6 and move an Iceberg of your choice that direction.
Hughbert Welles, a magician and a physicist, figured out how to transfer the kinetic force between Icebergs and uses this knowledge to manipulate the floe to the Crowns' whim.

Gungnir Tower
Nation: Viking
Cannons 3: 2L-2L-2L
Gold 8
You may build this Fort on an Iceberg. (Do so, by ramming the Iceberg as normal. In the case of Icebreakers, don't destroy the iceberg.)
You may reroll any die roll made here, but you must take the second result.
If on an Iceberg, other Viking ships you control take no damage when ramming or rammed by this Iceberg.
Opposing Icebreakers cannot destroy this Iceberg, by ramming.

Built using Nordic magicks, turning the perma-frozen ice harder than steel, it boasts cannons that are blessed by Odin himself.

Imagaine stationing Olof Linstrom here.



Inspired by the Original submersible, i've created a couple derivatives of the 'submarine.' Submersibles simply- Cannot be giving a surface action once submerged, unless you roll a 6 on a d6. Crew cannot be unloaded from or loaded onto this ship once it leaves your home island. They still follow the usual Submarine rules.

Barrel of Fools
Nat. Pirate
Masts 2
Cannons: 4S-4S
Cargo: 4
Movement: S+S
Submersible
Whenever this ship is given a move action, roll a d6. On a 1 or 2, sumberge or surface this ship. (Surface this ship if it's submerged, and vice versa.)
Some brazen theives stole Nemo's plans for a new kind of submarine. Little did they know, he was still working on a ballast tank problem.

Powder Keg
Nat. America
Masts 1
Cannons 3S
Movement S
Cargo 2
Submersible
Whenever ~ rams another ship, roll a d6. On a 5 or 6, eliminate this ship and eliminate all masts on that ship.
If this ship isn't crewed, it becomes a Flotilla and doesn't slow down other ships when being towed.

now for some other stuff (that i may actually try to build)-
Elegance
Nat. Jade Rebellion
Masts 1
Cannons 3L
Cargo 4
Movement L
Windcatcher

Ambush Harbor
Nation: Pirate
Cannons 3+: 4L-3S-3S
Gold 6
You may build this Fort on a Sargasso Sea.
As long as ~ is build on a Sargasso Sea, if it's stationed with a Captain, as a move action you may roll a d6. On a 6, you may move this for L. If it does, all other ships get +1 to their cannon rolls against this fort.
Once during your turn, you may eliminate two masts from one ship and place another 3S cannon on this fort, as long as this Fort has less than 6 cannons. Masts eliminated this way cannot repair during the same turn.

A marooned captain thanks whatever gods sent him salvation, only to curse them as he found only wrecked hulls entangled in the Sargasso mass. Desperate he juryrigged what was salvagable to create this floating fortress.

New Rulings:
Wreck v.3-
At the start of the game, choose an opponent. That player places this ship anywhere on the field. That ship is unidentified [read: inactive] until you explore it or an opponent takes action against that ship.
If a Wreck is not beached on an Island or Reef, they are adrift*.
Wrecks are considered derelict and 'unidentified' until activated, and aren't permanently lost in Fog Banks.
Other ships may Explore/ram/shoot at 'unidentified' ships to force their identity.
Wrecks have no actions until identified.
[*Adrfit follows Iceberg movement rules]
Ambush-
*This is an Wreck sub-ability, thus can only be activated if unidentified.
Once this ship is explored, rammed, or shot at, you may immediately Identify it and commence an immediate shoot action against that ship.

Pour la Prise
Nat: French
Masts/Segments: 4
Cannons: 2S-2S-3L-3L
Movement S+S
Cargo 1
Cost 18-20(?)
Titan, Wreck- Ambush, Improvised Hull
Sink this ship once all it's masts/segments are eliminated.
Whenever this ship succeeds at a boarding party, eliminate a crew from that ship

The French discovered one of it's own nearly destroyed and on the verge of sinking, hoping to salvage it, they began towing back to the nearest port. However that plan changed when they discovered an infantile sea monster aboard. Having nominal success with other sea monsters, the royals decreed this one nurtured and turned against enemies of the crown.

I have ideas for other "Wrecks" that don't necessarily have sub-abilities.

like:
Leif's Pyre
Nat: Viking
Masts 1
Cannon 4S
Cargo 0
Movement L
Cost 7(?)
Longship, Wreck
When this ship is identified, roll a d6. This ship automatically sinks after that many rounds.
Whenever this ship rams another ship, ignite a mast, then sink this ship. This ship cannot board.

<Islander gibberish>
Nat: Mercenary
Mast 3
Cannons 4S-4S-4S
Cargo 5
Movement L
Cost 8
Wreck- Ambush
When ~ ship identified, take four treasures from random islands and place them on this ship. Then place three Native Canoes at this wild island, or nearest wild island if adrift. This ships must be crewed by a Chieftan.

Sometimes Wrecks don't have to be so conflict:
HMS Ramsbottom
Nat. British
Masts 3
Cannons 2L-4S-4S
Cargo 4
Movement S+S
Cost 5
Schooner, Wreck
When this ship is Identified, if it was explored, that ship may immediately load a treasure worth 2g aboard their ship and moves S away. This treasure doesn't take up cargo.
Launched on a secret mission to find a new spice route, it was forgotten about until it showed up with Barbary Corsair trimmings but still flying the Union Jack.

Heckler's Prank
Nat. Pirate
Masts 2
Cannon 4L-3S
Cargo 2
Movement L
Cost 4
Wreck
When ~ is Identified, if it was explored, that ship may immediately load a random Unique Treasure from that player's collection onto that ship.
Set adrift with rumors it was carrying Pandora's Box , it was lost in a hurricane. Recently found by the first mate of the captain that hatched the crazy ploy- he'd forgotten what was in her holds.

Groaning Plank
Nat. Cursed
Masts 1
Cannons 3S
Cargo 2
Movement S+L
Cost 2
Wreck, Eternal
When ~ is Indentifies, if it was explored, that player may pay you 1g per missing mast of that ship to repair those masts. If they do, sink this ship afterwards.
Whenever this ship sinks, repair 1 mast of that ship.
Barely holding together after years adrift, desperate sailors often dismantle the Plank to patch up their vessel.

Commandeer
Event
Cost 6
After a successful boarding, if the opposing ship is derelict, reveal this event. You own that ship; dock both ships at your Home Island. Eliminate this event afterwards.

Stringer
Nat. Pirate
Masts 3
Cannons 3S-4S-4S
Cargo 3
Movement S+S
Submarine, Commandeer
Preferring hit and run tactics, the grapple cannon's ropes are often doused in kerosene and set afire to preoccupy crew before going for the kill.

Scuttlebutt
Nat. Pirate
Masts 1
Cannons 4S
Cargo 3
Movement S+S
Salvage
No one ever expects a tugboat in open waters of the ocean. How else do you think the pirates have expanded their fleet?

Dredge
Nat. Cursed
Mast 1
Cannon 4L
Cargo 5
Movement S+S
This ship cannot load treasures from wild islands.
You may use an explore action on a Sargasso Sea or Whirlpool. If you do, roll a d6. Load a g of that value onto this ship.
Once a fishing vessel, it's nets caught on the wreck of Davy Jones' fleet. To 'reward' the crew for finding this lost ship- he conscripted them into his fleet.

Custer's Last Stand
Nat. America
Masts 4
Cannons 4L-4L-4S-4S
Cargo 3
Movement S+S
Schooner
This ship gets +1 to it's cannon rolls against any non-American ship
This ship sinks with all of it's masts are eliminated.

Bolt
Nat. Pirate
Masts 2
Cannons 4S-3L
Cargo 2
Movement L
This ship cannot be pinned.
Ramming doesn't eliminate this ship's masts.
Once a turn, this ship may take another move action after a ram. It may not make another ram attempt during this movement.

Turbulent- All ships within S-Range of this ship get -1 to their cannon rolls. Whenever an opposing ship makes a move action within L of this ship, that player rolls a d6. On a 4 or 5, that ship can only move S disregarding its other abilities. On a 6, you may move that ship closer to this ship.

Riptide
Nat. Cursed
Masts 1
Cannons 3L-3L-3S-3S
Cargo 0
Movement T
Flotilla, Turbulent
S-range Cannons have Extended Range.

Browbeat
Nat. Pirate
Masts 5
Cannon 4S-2L-2L-3L-4S
Cargo 4
Movement S+S
Turbulent
Once a turn, this ship can initiate a boarding action against another ship within S. That ship doesn't get any boarding bonuses.

Grand Tsunami
Nat. Jade Rebellion
Masts 6
Cannons 4S-3S-3L-3L-3L-4S
Cargo 5
Movement S+S
Junk, Turbulent, Broadside Attack
This ship cannot be pinned.
What was once planned to be the Rebellion's flagship, it's construction was halted when the rebellion was crushed. Now, the surviving faction has stolen plans to make their new flagship more fierce than originally planned.


Last edited by selvaxri on Sun Jan 31, 2016 8:28 pm; edited 3 times in total
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xerecs
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Subject:    PostPosted: Fri May 01, 2015 6:25 am Reply with quote

I'll probably update this as I go, for now here is the list of new keywords, treasures and terrain

KEYWORDS


Ironclad- you must roll a 5 or 6 to hit this ship.

Steamship- this ship gains +L to it's base move. Helmsmen may NOT be assigned to this ship.

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

Living Ship- Once per turn, you may eliminate one of this ships crew to give her an extra action. Crew placed on this ship cost no points, but each take up one cargo space and their point cost still counts toward the build total.

Floating Fortress- If this ship is within S of any wild island, you may use it's action for the turn to randomly take one treasure from that island. This ship can only move if towed by a friendly sea monster.

Port Burner- This ship may dock at an enemy Home Island, and roll a d6. On a 4-6 she explodes and is immediately eliminated from the game. Roll another d6 the result is the number of treasure coins removed from the Home Island. On a 1-3 she may take one treasure and leave on her next turn if able.
(I changed this from it's original, used to be on a 1 or 6 the would explode.)

Ship Burner- Once per game if this ship is within S of enemy ships, roll a d6. On 4-6 she explodes, remove her immediately from the game and for every enemy ship within S, eliminate one mast, replace another with a fire mast, and eliminate one crew, cargo or equipment. On a 1-3 remove all of this ships masts and eliminate all her crew
(I modified this one a little bit too)


Hidden Gold- This ship has 2 extra cargo Spaces that may only be taken by TREASURE. This ship is considered to have the Limit keyword

TERRAIN


STORM
Type: Terrain
Every storm has two sets of numbers on it, one in the middle, and 1-6 on the edge. Once per every players turn, roll a d6. If the number matches the middle number of any storm in play, roll another d6, the storm moves L from that number in a straight line. Storms may move over islands and other terrain.
If any part of a game piece, even submerged pieces, touches a storm place the game piece inside the storm, it is now lost. Roll a d6 and subtract the result from the number of masts, segments, or flags remaining on the game piece. Ships may be sunk by storms, and forts may be eliminated by storms as well.
To escape the Storm, give the piece a move action, and roll a d6. Place the game piece facing away from the storm on the resulting number, the game piece may continue moving from there.
If a storm moves over or into another storm they join, if either of them is rolled, move both as one.


TREASURES


John's Hook
Unique treasure
Rarity: SR
Load this treasure face up, crew no longer take up cargo space on this ship.


Hidden Trove
unique treasure
Rarity- SR
Ability- Load this treasure face down, you may only reveal it when unloaded at your home island. Hidden Trove is worth 2x the total number of ships in the game.

-I might change the rarities on these two, or just one of them




CURSED

Butcher
Cursed
17 pts.
Masts: 3
Cargo: 3
Cannon: 4S-4S-4S
Movement: S+S
Ability: if this ship wins a boarding party she may eliminate all of the other ships crew


Bloody Sea
Cursed 20pts.
Masts: 4
Cannon: 3S-3S-3S-3S
Cargo: 3
Movement: S+S
Ability: Switchblade Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.


Hell Hound
Cursed 16 pts.
Masts: 4
Cargo: 4
Cannon: 2S-3L-3L-2S
Movement: S+S
Ability: If this ship wins a boarding party she may eliminate all of the other ships crew.


Slattern
Cursed 22 pts.
Masts: 5
cannon: 4S-3S-2S-3S-4S
Cargo: 0
Movement: L+S
Ability: Sea Monster Once at the beginning of each turn roll a d6, on a 6 no crew ship or fort abilities may be used that turn.


Dweller
Cursed 20 pts.
Masts: 5
Cannon: ?
Cargo: 2
Movement: S+S
Ability: Sea Monster This ship may attack submerged sea monsters and submarines.

flavor- Dweller was recently awakened by the Cursed after more than 1000 years of slumber to reassert their dominance beneath the waves.


Morgrul
Cursed 20 pts.
Masts: 4
Cargo: 0
Cannon: 2S-3S-3S-2L
Movement: D
Ability:Sea Dragon Two hits are required from the same shoot action to eliminate one of this Dragon's segments.

flavor- Recent excavations the world over have unearthed carvings of this fearsome creature, leading many to believe it is older than human history, and would account for it's iron-like scales.


Kalos
Cursed 17 pts.
Masts: 4
Cannon: 3L-3L-3L-3L
Cargo: 3
Movement: L
Ability: Titan If a friendly ship begins it's move within L of this ship it gets +L to her move that turn.

flavor- Kalos is thought to be the spawn of Brachyura, and has been seen moving Cursed ships along with his giant claws.


Black Reef
Cursed
Link: Sargasso Calhoun
16pts.
Masts: 4
Cannon: 2S-4L-4L-2S
Cargo: 4
Movement: L
Ability: As part of a move action this ship may initiate a boarding party against a ship up to S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-The Black Reef was a gift to Sargasso Calhoun, from El Fantasma and carries him and his sea fiends across the waves.



Blood Drinker
Cursed
Link: Renfro
14 pts.
Masts: 4
Cannon: 3S-4L-4L-3S
Cargo: 3
Movement: L
Ability: As part of a move action this ship may initiate a boarding party against a ship up to S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-The personal ship of a longstanding European count, the Blood Drinker craves blood, just like her beloved count.


Slipknot
Cursed 18 pts.
Masts: 3
Cannon: ? Unknown, not finalized
Cargo: 6
Movement: S+S
Ability: Eternal This ship may dock at an enemy home island and load as much treasure as she can carry. She must leave on her next turn.

flavor-Ports the world over have at one point been attacked by the Slipknot. The earliest documented raid comes from just before the the discovery of the new world.


Ghoul
Cursed 18 pts.
Masts: 3
Cannon: ? Unknown, not finalized
Cargo: 6
Movement: L
Ability:Junk Once per turn when this ship touches another ship, she can randomly take as much of that ships treasure as she can carry.

flavor-The Ghoul preys upon slow treasure ships, laden with gold and other valuables, swooping in and out before the unfortunate merchants can attempt to fight back.


Furies Whip
Cursed 14 pts.
Masts: 3-4
Cannon: ? Unknown, not finalized
Cargo: 3
Movement: L
Ability: Scorpion. This ship gets +1 to her cannon rolls against any ship

Flavor-the Furies Whip has some of the best gunners in the Cursed menagerie, and their performance in battle of any kind has earned them the respect the worlds admirals.


Plague
Cursed 16 pts.
Masts: 4
Cannons: 3S-3L-3L-3S
Cargo: 3
Movement: L
Ability: This ship eliminates two masts with one hit.

flavor-This ship seems to embody the 'Black Death' that once strangled Europe, it is said that any ship unlucky enough to find themselves in her sights never sees the light of day again.


Yaochuan
Cursed 37 pts.
Masts: 10
Cargo: 4
Cannon: 4L-4S-4S-4L-4L-4S-4S-4S-4L-4L
Movement: L
Ability: Junk, Fear, Seafloor Traveler

Flavor-Yaochuan or 'demon ship' has haunted the seas since she sunk beneath the waves in a typhoon. The very mention of her name brings more fear than that of the 'ghost ship'.


Gnat
Cursed
10 pts.
Masts: 1
Cargo: 4
Movement: S+S
Cannon: 4S
Ability:
Eternal This ship's base move becomes S when she reaches her cargo limit


Urchin
Cursed
10 pts
Masts: 2
Cargo: 4
Movement: S+S
Cannon: 4L-5L
Ability: This ship may dock and explore a wild island using the same move action


The Phantom
Cursed
16 pts.
Link: Captain Shamshere
Masts: 4
Cargo: 4
Movement: L+S
cannon: 2S-2L-2L-2S
Ability: Living Ship


Revenant
Cursed
18 pts.
masts: 5
Cargo: 5
Movement: L+S
Cannon: 2S-2L-2S-2L-2S
Ability: One of this ships treasures is worth +2 gold when unloaded at your HI


King Jones
Cursed
18 pts.
Masts: 5
Cargo: 3
Movement: S+S
Cannon: 2L-2S-2S-2S-2L
Ability: Eternal, Extended Range


Leech
Cursed
10 pts
Masts: 2
Cargo: 4
Movement: S+S
Cannon: 4L-4L
Ability: This ship may dock at an enemy HI and load up to two treasures. If able, she must leave on her next turn.


Ironsides
Cursed
16 pts.
Masts: 3
Cargo:3
Movement: L
Cannon: 2L-2L-2L
Ability: Ironclad Two hits from the same shoot action are required to eliminate one of this ships masts


Sea Devil
Cursed
20 pts.
Masts: 5
Cargo:5
Movement: L
Cannon:
Ability: If this ship is assigned a captain crew, she gets +L to her base move


Flying Dutchman
Cursed SR
18 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 2S-3S-3S-3S-2S
Ability: Living Ship, Battleship


Skell's Hand
Cursed
16 pts.
Masts: 5
Cargo: 3
Movement: S+S
Cannon: 4S-2L-4L-2L-4S





The Red Crew
Cursed 4 pts.
Ability: When this ship hits an enemy ship, eliminate one of that ships cargo.

flavor-The red Crew are the best of the Cursed's gunners, their ability to hit weak points on enemy ships has given them a reputation to be feared.


Isaiah van Tyne
Cursed. 8pts.
Ability: SAC S-BOARD.

Flavor-The son of Trevor van Tyne has decided to follow in his fathers more unsavory footsteps and throw his lot in with the Cursed on a quest for un-holy power.


Igor McWarren
Cursed 7 pts.
Ability: Eternal Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.

flavor-Igor is rumored to be the son of El Fantasma, and numerous attempts have been made on his life. He has survived every encounter and has risen to prominence in the ranks of the Cursed.


Renfro
Cursed
Link: Blood Drinker
5pts.
Ability: Eternal This ship gets +1 to her boarding rolls

flavor-Renfro was an ordinary traveler like everyone else, until he fell sway to a creature that promised him eternal life. He now runs the Blood Drinker in his masters absence.


Sargasso Calhoun
Cursed
Link: Black Reef
5pts.
Ability: Once at the beginning of each of your turns roll a d6. On a 5 or 6 this ship may be given the same action twice.

flavor-Steven Calhoun was thought dead and reborn and dead again. Reborn again as Sargasso Calhoun, he captains one of the fiercest ships in the Cursed menagerie.


Phillipe Desailly
Cursed
Link: Keith Atkinson
8 pts.
Ability: Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action. This ship may initiate a boarding party from S away without having to ram.

flavor-Phillipe did what his father Jean could never do, commit himself fully to the cursed arts. He has found a companion in Keith Atkinson and the pair are a dynamic duo among the ranks of the Cursed.


Keith Atkinson
Cursed
Link: Phillipe Desailly
3pts.
Ability: Once per turn, you may re-roll any die roll you made for this ship. You must use the second die result.

flavor-Keith never wanted to be like his estranged brother, but Edmund was very persuasive. Now Keith is completely in the thrall of the power he has been promised.


Admiral of the Skelds
Cursed
6pts.
Link: Skelds
Ability: Eternal, as part of a move action this ship may initiate a boarding party from S away without having to ram, the boarded ship may not use any boarding bonuses.

flavor-This foul creature appeared with the hordes of Skelds, and is the only one who can command them.


Skelds
Cursed
5pts.
Link: Admiral of the Skelds
Ability: This ship gets +1 to her boarding rolls for every crew on her.

flavor- A new breed of foulness, the Skelds are decaying sailors animated by dark fire, with a craving for destruction.


Skell
Cursed
Link: Skell's Hand
7pts.
Ability: Eternal you may eliminate one of this ships crew to give her an extra action.

flavor-Skelds have no name, unless they are rewarded one for exemplary performance. Skell is one such lucky Skeld, and has not only earned himself a name, but a ship of his own to command.



Captain Shamshere
Cursed
8 pts.
Link: The Phantom
Ability: Captain If this ship wins a boarding part, she may capture all of the other ships crew, up to her available cargo space. Captured crew become gold worth their point cost when unloaded at your HI


Davy Jones
Cursed
11 pts.
Link: Sea Devil
Ability: Captain Once per turn give +2 to any one die roll for any* ship in you fleet.
* when I say any die roll, I mean any die roll


Barst
Cursed
6 pts.
Ability: Loyal: Cursed Instead of giving this ship an action, give any ship in your fleet two actions.


Madame Maria
Cursed
6 pts.
Ability: Once per turn, one crew or ship within S cannot use their abilities that turn



Aguinvari-Gakhali
Cursed
8 gold
3S-3L-3S-3L
Ability- You may build this fort on a reef. If built on a reef, a friendly sea creature may dock and repair one segment, she must leave on her next turn.

Errata:To build this fort one of your ships must end a move action touching a reef in play. If she moved over the reef she still rolls for damage. Friendly sea creatures do not have to roll for damage on the reef this fort is built on.




-Spanish-

La Muerta Rapida
Spanish
20 pts.
Masts: 4
Cargo: 5
Movement: S+S
Cannon: 2L-2S-2S-2L
Ability: Steamship this ships crew cannot be eliminated unless she sinks


La Fuega
Spanish
14 pts
Masts: 4
Cargo: 3
Movement: S+S
Cannon: 2S-3S-3S-2S
Ability:Battleship This ship gets +1 to her boarding rolls


El Acorazado Nuevo
Spanish 24 pts.
Link: Commandante Antonio de Silva
Masts: 4
Cargo: 4
Movement: L
Cannon: 2L-2S-2S-2L
Ability: L-Range cannons cannot hit this ship; two hits are required in the same shoot to eliminate one of this ship's masts.


Muerta de la Diablo
Spanish 23 pts.
Link: Commandante Roberto Hernandez
Masts: 5
Cargo: 4
Movement: L
Cannons: 3L-2S-2S-2S-3L
Abilities: Blockade Runner This ship gets +1 to her cannon rolls against the Cursed


El Dorado
Link: Angelica Bianco
Spanish, 19 pts.
Masts: 3
Cargo: 7
Movement: S+S
Cannons: 3L-4S-3L
Abilities: Hoist, Secret Hold


La Corona
Spanish, 10 pts.
Masts: N.A.
Cargo: 1
Movement: T
Cannons: 2S-3S-3S-2S
Abilities: Flotilla Extended Range This Flotilla may use equipment's, but may not have crew assigned to her


Mano de Dios
Spanish, 14 pts.
Masts: 3
Cargo: 3
Movement: L
Cannons: 2L-3S-2S
Abilities: Scorpion This ship get +1 to her cannon rolls against non-Spanish ships.


Captain Rogelio de Silva
Spanish. 5 pts.
Link: El Acorazado Nuevo
Abilities: Loyal-Spain, Captaineer


Commandante Roberto Hernandez
Spanish. 3 pts.
Link: Muerta de la Diablo
Abilities: Crew of any nationality may use their abilities on this ship


Angelica Bianco
Spanish, 4 pts.
Link: El Dorado
Abilities: Cargo Master


Inquisitor Rosa DelaCruz
Spanish, 6 pts.
Link: all Spanish ships
Abilities: Fear Once per turn when this ship hits another ship, eliminate one of that ship’s crew.


Almirante Sebastian de Alva
Spain
Ability: Helmsman, Instead of giving this ship an action give any ship in our fleet two actions




FRANCE

Notre Dame
French: 18 pts.
Link: Phillipe Tyzack
Masts: 5
Cargo: 5
Movement: S+S
Cannon: 2L-2S-2S-2S-2L
Ability: Crew of any nationality may use their abilities on this ship.


Le Argonaught
French: 19 pts.
Masts: 4
Cargo: 4
Movement: L
Cannons: 2S-3L-3L-2S
Ability: Once per turn roll a d6, on a 5 or 6 this ship may be given the same action twice. This ship gets +1 to her cannon rolls against non-French ships.


Le Guillotine
French: 13 pts.
Link: Jean LeNoir
Masts: 2
Cargo: 3
Movement: L
Cannons: 2L-2L
Ability: Blockade Runner


La Corse
French: 22 pts.
Link: Jacques Arethiel
Masts: 5
Cargo: 4
Movement: S+S
Cannons: 3S-2S-2S-2S-3S
Ability: This ship eliminates two masts with one hit.


Le Gaule
French: 16 pts.
Masts: 4
Cargo: 6
Movement: L
Cannons: 3S-2L-2L-3S
Ability: Broadsides Attack Only French crew may use their abilities on this ship.


Phillipe Tyzack
French: 8 pts.
Link: Notre Dame
Ability: Captaineer This ship's crew cannot be eliminated unless she sinks.


Jean Le Noir
French: 7 pts.
Link: Le Guillotine
Ability: Fear Once at the beginning of each of your turns roll a d6, on a 6 any ship in your fleet may be given two actions that turn.


Amiral Jacques Arethiel
French: 5 pts.
Link: La Corse
Ability: Loyal: France. Hostile: England, Pirate. Captain, Helmsman


Gaston le Boucher
French: 9 pts.
Ability: Fear If this ship wins a boarding party, eliminate all of the other ships crew.


Capitane Bernice Savage
French: 7 pts.
Ability: Captain, Loyal: France[b] Once per turn roll a d6, on a 5 or 6 this ship may be given an extra action.


[b]Louis Grainger

French: 8 pts.
Ability: Marine This crew gets +1 to her gun rolls against any non-French ship or fort.




-American-

USS New Ironsides
American
14 pts.
Masts: 3
Cargo: 3
Movement: S+S
Cannon: 2S-3L-2S
Ability: Ironclad this ships cannons may not be eliminated (masts still can be) if derelict she cannot shoot


USS Venture
15 pts.
Masts: 4
Cargo: 3
Movement: L
Cannon: 2S-2S-2S-2S
Ability: Battleship, Schooner


USS Constitution
American: 17 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 3L-2L-2L-2L-3L
Abilities: This ship ignores the first hit she takes each turn, as long as she has all of her masts. This ship gets +1 to boarding rolls.


USS Falcon
American: 12 pts.
Linnk: Captain Robert Stern
Masts: 3
Cargo: 3
Movement: S+S
Cannons: 2S-3L-3S
Ability: Schooner. This ship gets +1 to her boarding rolls with a captain.


Silver Dollar
American: 14 pts.
Masts: 3
Cargo: 6
Movement: S+S
Cannons: 4S-3L-4S
Ability: Schooner


Strife
American: 15 pts.
Link: Ol' Man Montana
Masts: 4
Cargo: 3
Movement: L
Cannons: 2S-3L-3L-2S
Ability: Blockade Runner


Lone Star
American: 21 pts.
Link: Lt. Stanley Hood
Masts: 4
Cargo: 3
Movement: L
Abilities: Switchblade. This ship gets +1 to her boarding rolls.


Captain Robert Stern
American: 6 pts.
Link: USS Falcon
Ability: Captain, Firepot Specialist.


Ol' Man Montana
American: 5 pts.
Link: Strife
Ability: Helmsman, Musketeer.


Lt. Stanley Hood
American: 7 pts.
Link: Lone Star
Ability: Marine. This crew gets +1 to her gun rolls against Spanish ships forts and crew.


Captain Steven Rogers
American: 9 pts.
Link: All American Ships
Ability: Captain. Once at the beginning of each of your turns roll a d6, on a 6 any ship in your fleet may be given two actions that turn.


Joanna Smith
American: 6 pts.
Ability: When another face-up crew on this ship would be eliminated, turn it face down instead. this ship gets +1 to her boarding rolls.



ENGLISH

RMS Mycron
English. 10 pts.
Link: Commodore William Cobb
Masts: 2
Cargo: 4
Movement: S+S
Cannons: 4L-4L
Abilities: Re-Roll


HMS Juggernaut
English. 18 pts.
Link: Captain Nathaniel Hamilton
Masts: 4
Cargo: 5
Movement: L
Cannons: 2L-2S-2S-2L
Ability: Schooner +1 cannon rolls against Pirate ships.


HMS Benjamin
English. 16 pts.
Masts: 4
Cargo: 7
Movement: S+S
Cannon: 4L-3S-3S-4L
Ability: Explorer. One of this ships treasures is worth +2 gold when you dock at your HI



Bayonet
English. 15 pts.
Link: Commander Anderson
Masts: 3
Cargo: 4
Movement: L+S
Cannon: 2L-3S-2L
Ability: Blockade Runner. This ship gets +1 to her cannon rolls against The Cursed.


Black Knight
English. 16 pts.
Masts: 5
Cargo: 4
Movement: L
Cannon: 3S-2S-2S-2S-3S
Ability: Broadsides Attack. This ship ignores the first hit she takes so long as she has all of her masts.


Commodore William Cobb
English. 6 pts.
Link: RMS Mycron
Ability: Once at the beginning of each of your turns, roll a d6. On a 6 any ship in your fleet may be given two actions that turn.


Captain Nathaniel Hamilton
English. 7 pts.
Link: HMS Juggernaut
Ability: Helmsman, Master Gunner.


Commander Anderson
English. 14 pts.
Link: Bayonet
Ability: Holy Sword. If this ship wins a boarding party against another ship, you may eliminate all of that ship’s crew.


Admiral Walter Balthazar
English. 7 pts.
Ability: SAT This ship’s crew cannot be eliminated unless she sinks.


Thomas Gunn III
English. 8 pts.
Ability: Captain, Cargo Master.





-Pirate-

Viper
Pirate
12 pts.
Masts: 2
Cargo: 2
Movement: S+S
Cannon: 3S-3S
Ability: Battleship Once per turn one of this ship's cannons may shoot again if it misses.


Torpedo
Pirate
18 pts
Masts: 2
Cargo: 1
Movement: L+L
Cannon: 4S-4S
Ability: Portburner


Dead Man's Revenge
Pirate
20 pts
Masts: 3
Cargo: 2
Movement: L+L
Canon: 3L-2S-3L
Ability: Shipburner


Broken Blade
Pirate
20 pts.
Masts: 2
Cargo: 1
Movement: L+L
Ability: Portburner, Schooner


Inferno
Pirate
20 pts.
Masts: 2
Cargo:1
Movement: L+L
Cannon:
Ability: Shipburner


Carnage
Link: One-Handed John
Pirate
Rarity: CLE
20 pts
Masts: 4
Cannon: 3S-2L-2L-3S
Cargo: 4
Movement: S+S
Ability: Hidden Gold If this ship has a cpatain crew, she gets +1 to her cannon and boarding rolls, and is considered Eternal.


Harbinger
Pirate. 19 pts
Link: Black Heart
Masts: 5
Cargo: 4
Movement: L
Cannons: 2S-2L-2L-2L-2S
Ability: Broadsides Attack.


Terror
Pirate. 15 pts.
Masts: 4
Cargo: 3
Movement: L
Cannons: 3L-3S-3S-3L
Ability: Blockade Runner, Re-Roll.


Black Heart
Pirate. 7 pts.
Link: Harbinger
Ability: SAC Captain. If this crew is not assigned to it's linked ship, it gains the Black Mark Keyword


Roger Hawkins
Pirate. 5 pts.
Ability: Loyal: Pirate; Hostile: Cursed, England. Captain, Helmsman.


One-Handed John
Pirate
Rarity: CLE
9 pts.
Ability: Captain, Musketeer This ship may initiate a boarding party from S away without having to ram. The boarded ship may not use any boarding bonuses.




MERCENARIES


Rampage
17 pts.
Masts: 5
Cargo: 4
Movement: S+S
Cannon: 3L-2S-2S-2S-3L
Ability: Mercenary, Cancelling.


Treasure Island
Link: Duke Lars
16 pts.
Masts: 4
Cargo: 6
Movement: L+S
Cannon: 4S-4L-4L-4S
Ability: Mercenary, this ship gets +1 to her boarding rolls.


La Vampira
16 pts.
Masts: 3
Cargo: 3
Movement: L
Cannon: 2S-3L-2S
Ability: Mercenary, Submarine. This ship gets +1 to her cannon rolls against any ship


Captain Nemo
6 pts.
Ability: Loyal: Mercenary. Hostile: Pirate. Ex-Patriot, Captain, Helmsman


Duke Lars
Link: La Vampira
7 pts.
Ability: Ex-Patriot, Secret Hold, Helmsman.


Vilhelm Jones
9 pts.
Ability: Ex-patriot, Loyal: Cursed, Crew Possession.


Last edited by xerecs on Fri Feb 10, 2017 9:56 pm; edited 17 times in total
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lord_denton
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Subject:    PostPosted: Mon Sep 14, 2015 3:48 am Reply with quote

Unlocking, per the request of A7xfanben two days ago!
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Subject:    PostPosted: Mon Sep 14, 2015 6:16 am Reply with quote

lord_denton wrote:
Unlocking, per the request of A7xfanben two days ago!


Sweet, maybe I'll finally get around to editing and adding stuff to my post, or make new ones. Very Happy
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Subject:    PostPosted: Mon Sep 14, 2015 4:45 pm Reply with quote

xerecs wrote:


Sweet, maybe I'll finally get around to editing and adding stuff to my post, or make new ones. Very Happy


Yes, the entire point of this thread is to have everyone just have ONE post that they edit as new things come up (new ideas, or rules clarifications on new abilities). I'll probably delete this post once people have seen it.

I mainly wanted to unlock this for el_cazador.

Edit: Hmmm, for some reason I don't have the option of deleting this post right now. Confused


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Subject: Pirates of the Cursed Seas: The Great Sea   PostPosted: Tue Sep 15, 2015 4:54 am Reply with quote

MEGA UPDATE: HYRULE SAILS THE SEAS!


http://boardgamegeek.com/filepage/129064/pirates-cursed-seas-great-sea-beta

Welcome to a new age of piracy. Razz

This is a beta release, so pieces are still subject to (minor) revisions.

El Cazador de Monstruos de Moga y Loc Lac de Indonesia y Australia

Razz


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Subject:    PostPosted: Thu Sep 24, 2015 5:42 pm Reply with quote

I've added most of my custom Cursed pieces. Once I add all of them I'll move on to either the Americans or Spanish.
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Subject: Pirates of the Cursed Seas: Seas of War   PostPosted: Fri Dec 04, 2015 11:17 pm Reply with quote

This is for the tentatively-named "Seas of War" set. Note that it contains pieces formerly in the "Pirates of the Great Sea." Numbers are not final.


Baldren Gassernarl
: #??? Uncommon
Type: Crew
Nation: Mercenary
Points: 6
Link: Dandarius
Ex-Patriot, Hostile: France, Born Leader. English crew may use their abilities aboard this ship.

Flavor: Baldren Gassernarl maintains some loyalty to the land of his birth, but he has decided to seek his fortunes outside of the Gallian Navy.


Onox: #??? Rare
Type: Crew
Nation: Mercenary
Points: 5
Link: Ganondorf's Revenge
Ganonite, Ex-Patriot, Black Mark, Captain.
Pirate crew may use their abilities aboard this ship.

Flavor: Onox is secretly recruiting men for Ganondorf's future Second Gerudo Empire. It is said that there is no ruthless, traitorous fiend he won't turn down.


Gladius Dei: #??? Rare
Nation: Mercenary
Type: Submarine
Points: 15
Masts: 3
Cannons: 4S,4S,5S
Cargo: 4
Move: L
Link: Caesar
Mercenary, Submarine
This ship gets +S to her base move and +1 cargo spaces if she doesn't carry crew.

Flavor: The "Sword of God" is rumored to have been built by the Vatican in an attempt to safely move Catholic wealth and artifacts around the globe.

Caesar: #??? Common
Nation: Mercenary
Type: Crew
Points: 9
Link: Gladius Dei
Limit, Ex-Patriot, Navigator
As a free action, friendly Mercenary-faction ships may unload treasure at your home island if they are within S of it. Gold unloaded in this way loses one point of value, to a minimum of zero.

Flavor: "Render to Caesar the things that are Caesar's, and to God the things that are God's." - Mark 12:17 - Caesar draws Ex-Patriots to himself like few others, often leading cooperative efforts to gather the wealth needed by his fellow exiles. Caesar takes twenty percent of the haul as his dues; what few know is that he gives half of that to parishes of the Roman Catholic Church.


Bunker
: #? Common
Nation: Mercenary
Type: Fort
Gold: 4
Cannons: 3S,3S,3S,3S
Flags: 4
Mercenary
Ships with the Mercenary keyword may not be shot at while docked here. This fort may still be shot at.
Flavor: The Bunker is a hideout that Captain Nemo prepared to repair submersibles and other ships.


Tenfold: #??? Rare
Type: 3-mast hoist
Nation: Mercenary
Points: 22
Masts: 3
Cargo: 5
Move: S+S
Cannons: 4L,3S,3S
Link: Zedekiah
Mercenary, Hostile: Caesar, Hoist, Turbine. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Zedekiah's ironclad ship has been in the employ of several nations, most recently the French. His hope is to repurchase the ancient land of the Jews with the lucrative profits he makes from shipping. As he is fond of saying, if you hire him, your investment will repay tenfold.

I'd want to see how powerful she is. She's usable, but will she polarize? -- 11/1/15 As of one testing courtesy of A7xfanben. It seemed powerful, so her point cost rose by four.


Zedekiah: #??? Uncommon
Type: Crew
Nation: Mercenary
Points: 8
Link: Tenfold
Ex-Patriot, Hostile: Barbary Corsairs, Cursed, Pirate, Viking; Captain. One of this ship's treasures is worth +2 gold when unloaded at your home island.

Flavor: Zedekiah has had run-ins with all the worst on the seas yet always comes out ahead. He captains his ship well but prefers to play the tunes of his people on his clarinet.

Zedekiah is fine, in my opinion. I'd like to see him used if there are MIs. 11/1/15 Notably, he turns his ship into what is essentially a hybrid, as noted in A7xfanben's test. For this reason, his point cost has risen by two points. There is an alternate version of him that drops captain and gains crew-protect that may replace this version.


Edelweiss: #321 Special Edition
Nation: Gallia/England
Type: 3-mast Windcatcher
Points: 18
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Alicia Melchiott, Welkin Gunther
Windcatcher. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Purchased from the Americans and modified by Gallian nautical engineers, the Edelweiss has proved a capable ship. Her high price is all that has precluded further orders by the Principality of Gallia.


HMS Iron Prince II: #323 Special Edition
Type: 3-mast turbine
Nation: England
Points: 16 (for testing)
Masts: 3
Cargo: 4
Move: S+S
Cannons: 2S,2L,2S
Link: None.
Loyalists, Turbine
This ship's masts can't be eliminated by ramming. After resolving a shoot action by this ship (including the a free shoot action, such as the one provided by the Captain keyword), roll a d6. On a 5 or 6, you may move this ship its printed base move. This is not considered an action.

Flavor: In combat, the Iron Prince II's captain uses her steam engines to pass by enemy ships, sometimes before the enemy can return fire.




Nameless: #??? Rare
Nation: Gallia/England
Points: 18
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Number 01, Number 07, Number 13
Schooner. Two hits from the same shoot action are required to eliminate one of this ship's masts. This ship ignores the first hit she takes each turn if she has all of her masts.

Flavor: Secret Gallian Record: This black ship exists to end careers and punish sailors, sent on dangerous missions with plausible deniability. It has no official designation, but is often called "Nameless." [Note: Experimental ship derived from Edelwiess design.]


Number 07: #??? Uncommon
Type: Crew
Nation: Gallia/England
Points: 9*
Link: Nameless
Captain, Ghost Ship

Flavor: Secret Gallian Record: Name: Kurt Irving. Crime: Espionage. [Note: Keep an eye on this one. He's a clever tactician.] Punishment: Dispatch to naval penal ship "Nameless."


Number 13: #??? Uncommon
Type: Crew
Nation: Gallia/England
Points: 7*
Link: Nameless, Valkyrur
Hostile: Selvaria, Second Chance (new name for reroll) This ship's crew may not be eliminated unless she sinks.

Flavor: Secret Gallian Record: Name: Riela Marcielis. Crime: Insubordination. [Note: Sole survivor of several shipwrecks.] Punishment: Dispatch to naval penal ship "Nameless."


Number 01: #??? Uncommon
Type: Crew
Nation: Gallia/England
Points: 3*
Link: Nameless
Hostile: France, Firepot Specialist, Chainshot Specialist

Flavor: Secret Gallian Record: Name: Imca. [Note: Darcsen.] Crime: Insubordination. [Note: Extremely aggressive and uncooperative toward officers. Munitions officer.] Punishment: Dispatch to naval penal ship "Nameless."


Zaka: #??? Common
Type: Crew
Nation: Gallia/England
Points: 5
Link: Shamrock
Captain
If this crew would be eliminated, place it face down on your home island instead.

Flavor: Zaka the Darcsen is notorious for not going down with his ship. His current Shamrock is the fourth ship of that name. Gallian command is unsure of what to do with him, as his effectiveness in at sea cannot be contested, but his materiel losses hurt the royal treasury.


Phillipe Jordan: #??? Common
Type: Crew
Nation: France
Points: 8
Link: (The Submarine)
Ex-patriot, Captain
This ship gets +1 to her cannon rolls against any ship.

Flavor: Jordan's anger at the French Admiralty's decisions has led him to dock at French ports as rarely as possible, instead resupplying at islands and foreign ports.


Lupus: #??? Uncommon
Type: 3-mast jib
Nation: Empire/France
Points: 14
Masts: 3
Cargo: 3
Move: S+S
Cannons: 2L,3L,2S
Link: Radi Jaeger
This ship eliminates two masts with one hit.

Flavor: Radi Jaeger's ship carries triple the amount of cannons most ships her size do. The Lupus has yet to be tested, but the Russian Empire is confident in Jaeger's tactical capabilities and the Lupus's firepower.


Lupus Regnum: #??? Uncommon
Type: 3-mast jib
Nation: Empire/France
Points: 16
Masts: 3
Cargo: 3
Move: L
Cannons: 2L,3S,3S
Link: Radi Jaeger
The first time this ship damages an enemy ship on a turn, eliminate two masts instead of one. Two hits from the same shoot action are required to eliminate one of this ship's masts.

Flavor: After fights at sea, Jaeger realized that Gallia's ships could take his hits and have enough strength to return fire. He took the Lupus back to port, traded cannons for armor, and rechristened her Lupus Regnum.


Radi Jaeger: #??? Uncommon
Type: Crew
Nation: Empire/France
Points: 6
Link: Lupus, Lupus Regnum
Captain, Born Leader.

Flavor: Radi Jaeger fights for the Russian Empire under the promise that they will grant Fhirald, his homeland, independence in reward for his service. He encourages his crew of this fact, although he has reservations.


RHS Goron: #401 Limited Edition
Type: Turtle Ship
Nation: Hyrule
Points: 9
Masts: 1
Cargo: 2
Move: L
Cannons: 3S
Link: None
Turtle Ship. Friendly ships within S of this ship get +1 to their cannon rolls.

Flavor: The Goron's crew has fought off boarding attempts from much larger ships. They've even managed to capture a 4-masted pirate ship, despite her small size. Friendly crews always smile at the sight of her.
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marhawkman
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Subject: Re: Custom Ships organized version   PostPosted: Fri Jan 22, 2016 5:26 am Reply with quote

a7xfanben wrote:
Fireship
This ship starts the game derelict with two fire masts. These fire masts cannot be removed by any means and the controller of this ship does not roll to eliminate them.

This ship is considered derelict and therefore can't be given move actions. This ship must be towed.

At any point during your turns you can release this ship and stop towing it. Point the ship's bow in any direction. Starting on your next turn, roll a d6. The number is the number of turns this ship moves before exploding. Each turn, move the ship L in a straight line in the direction that the bow is facing, the same direction every turn. If the ship rams ANY ship (even a friendly ship), roll a d6. On a 1-2, sink this ship. On a 3-5, sink this ship and replace all but one of the rammed ship's masts with fire masts. On a 6, sink this ship and the rammed ship.

One turn after this ship stops moving based on the d6 roll made when releasing her, this ship explodes. Measure S from all points on the ship (not from the fire masts) and replace up to two masts on every ship in range with fire masts.

This ship cannot be assigned crew and can't load or unload cargo.

This ship cannot be sunk by means other than it's own ability.

*(Extra ruling I just thought of, don't know if I like it yet.)
-After this ship is released, any ships may begin towing her. If they do, replace one of the towing ship's masts with a fire mast at the beginning of every turn that the ship is still towing the fireship. These fire masts cannot be removed by die rolls until the towing ship releases the fireship.
I'd make it an equipment and not a keyword. It can be stored face down until used.

I like the part about what happens when it touches other ships. I'd say you can sink it normally, but that for this purpose fire masts are treated as normal masts. I'd skip the towing thing. Seems klutzy. My version is NOT derelict. I'd say it has to use it's base move though. Crew: can be there, but most crew abilities don't work. Maybe just Marines and shipwrights? Also, it can't shoot.

Oooh! Make a UT version too!

Rune of Fire
UT
This treasure is worth 10 gold when unloaded at your home island. Each turn roll for effect as if this treasure was a fire mast.(If it would burn out nothing happens)
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a7xfanben
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Subject:    PostPosted: Sun Feb 28, 2016 3:37 am Reply with quote

Time for updates! Wink Idea

(And those fireship additions sound interesting; as usual playtesting is key.)
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el_cazador

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Subject: UPDATE   PostPosted: Sun Feb 28, 2016 3:51 am Reply with quote

My part has been updated:

El Cazador wrote:

MEGA UPDATE: HYRULE SAILS THE SEAS!


http://boardgamegeek.com/filepage/129064/pirates-cursed-seas-great-sea-beta

Welcome to a new age of piracy. Razz

This is a beta release, so pieces are still subject to (minor) revisions.

El Cazador de Monstruos de Moga y Loc Lac de Indonesia y Australia

Razz


Now you can see the strange fruit of my labors.
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a7xfanben
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Subject:    PostPosted: Sun Jun 05, 2016 8:07 pm Reply with quote

Bump! Smile Arrow Idea
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a7xfanben
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Subject:    PostPosted: Fri Aug 05, 2016 6:08 pm Reply with quote

a7xfanben wrote:
Bump! Smile Arrow Idea


Bump bump!
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