Post by danomight on Jul 26, 2009 12:34:21 GMT -5
I’ve dreamed of a fan made set for years and now that it looks like it might actually become a reality I would like to volunteer my services. I am familiar with all game mechanics and am current on the latest version of the “Pirates Code.” I have designed several small expansions and can bring lots of ideas to the table. Currently, I am reading “The Pirate Hunter,” a book that chronicles the adventures of Captain Kidd. Here are a few pieces I have designed based on the book:
001 Adventure Galley
Ship, English, 13 points, 4 mast, S+L, 2S 2L 2L 2L, 6 hold
Link: Captain Kidd. Once per turn before you give this ship a move action roll a d6. On a roll of 6, this ship's base speed is reduced to L until she is given a repair action. This ship may move S while derelict.
Kidd's fearsome warship poses a menace to pirates throughout the Indian Ocean. With her sides pierced for sweeps, Adventure Galley can snap up prizes in the absence of wind. Her hull however is particularly vulnerable to sea worms and she must be careened frequently to keep her sailing at top speed.
002 Mocha Frigate
Ship, Pirate, 13 points, 4 mast, S+S, 4S 3S 3S 2L, 4 hold
Link: Captain Robert Culliford. This ship's bow cannon cannot have its line of fire blocked and eliminates two masts with one hit. If the target has one mast when it is hit by this cannon, it is sunk.
This captured Indiaman has been outfitted with devastating mortars in her bows and now sets her sights on the very ships she was once allied with. While Culliford’s crew prefers intimidation to bloody conflict, they relish the opportunity to savage the crews of more belligerent merchantmen by laying off their enemy’s stern and engaging at long range with their mortars.
003 Captain Kidd
Crew, English, 6 points
Hostile: Captain Robert Culliford. Loyal: England. Captain. Pirate crew may use their abilities aboard this ship. Once per turn when this ship docks at a wild island, you may choose to load either a crewmember worth 1 point or a treasure worth 1 gold from outside the game.
Originally commissioned as a privateer by the lords of admiralty to hunt pirates plaguing English shipping routes in the East Indies, American-born Kidd was branded a pirate after his disgruntled crew forced him to take prizes from nations at peace with England. As an Englishman scorned by the nation he still valiantly strives to serve, Kidd’s only resort is to barter with natives to keep his Adventure Galley provisioned and crewed as he scours the seas for his nemesis Robert Culliford.
004 Captain Robert Culliford
Crew, Pirate, 6 points
Hostile: England, France, Spain. Captain. Once per turn, if this ship wins a boarding party against an enemy pirate ship, said ship and all crew aboard become part of your fleet.
Whereas his former crewmate Kidd chose loyalty to country, Culliford eschewed a respectable life in favor of piracy. His powers of persuasion often sway entire crews to serve under him, giving him formidable assets in his hunt for Kidd.
001 Adventure Galley
Ship, English, 13 points, 4 mast, S+L, 2S 2L 2L 2L, 6 hold
Link: Captain Kidd. Once per turn before you give this ship a move action roll a d6. On a roll of 6, this ship's base speed is reduced to L until she is given a repair action. This ship may move S while derelict.
Kidd's fearsome warship poses a menace to pirates throughout the Indian Ocean. With her sides pierced for sweeps, Adventure Galley can snap up prizes in the absence of wind. Her hull however is particularly vulnerable to sea worms and she must be careened frequently to keep her sailing at top speed.
002 Mocha Frigate
Ship, Pirate, 13 points, 4 mast, S+S, 4S 3S 3S 2L, 4 hold
Link: Captain Robert Culliford. This ship's bow cannon cannot have its line of fire blocked and eliminates two masts with one hit. If the target has one mast when it is hit by this cannon, it is sunk.
This captured Indiaman has been outfitted with devastating mortars in her bows and now sets her sights on the very ships she was once allied with. While Culliford’s crew prefers intimidation to bloody conflict, they relish the opportunity to savage the crews of more belligerent merchantmen by laying off their enemy’s stern and engaging at long range with their mortars.
003 Captain Kidd
Crew, English, 6 points
Hostile: Captain Robert Culliford. Loyal: England. Captain. Pirate crew may use their abilities aboard this ship. Once per turn when this ship docks at a wild island, you may choose to load either a crewmember worth 1 point or a treasure worth 1 gold from outside the game.
Originally commissioned as a privateer by the lords of admiralty to hunt pirates plaguing English shipping routes in the East Indies, American-born Kidd was branded a pirate after his disgruntled crew forced him to take prizes from nations at peace with England. As an Englishman scorned by the nation he still valiantly strives to serve, Kidd’s only resort is to barter with natives to keep his Adventure Galley provisioned and crewed as he scours the seas for his nemesis Robert Culliford.
004 Captain Robert Culliford
Crew, Pirate, 6 points
Hostile: England, France, Spain. Captain. Once per turn, if this ship wins a boarding party against an enemy pirate ship, said ship and all crew aboard become part of your fleet.
Whereas his former crewmate Kidd chose loyalty to country, Culliford eschewed a respectable life in favor of piracy. His powers of persuasion often sway entire crews to serve under him, giving him formidable assets in his hunt for Kidd.