Difference between revisions of "Airship: The Black Sheep"

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(The Black Sheep)
(Stats)
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'''Pace''' 30" (Top Speed 20 knots) || '''Toughness''' Hull: 12 (2) / Rigging: 4 (Rigging cannot effectively been armored) || '''Handling''' -2
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'''Pace''' 30" (Top Speed 20 knots) || '''Toughness''' Hull: 12 (2) / Rigging: 4 (Rigging cannot effectively been armored) || '''Handling''' +0
  
 
:'''Note:''' Airship hulls are considered '''Heavy Armor'''.
 
:'''Note:''' Airship hulls are considered '''Heavy Armor'''.
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:'''Pace:''' Increase Pace by 3" (Top Speed increases by 2 knots)
 
:'''Pace:''' Increase Pace by 3" (Top Speed increases by 2 knots)
:'''Handling:''' Increase Handling +2.
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:'''Handling:''' Increase Handling +1.
 
:'''Hull Armor:''' Increase Hull Armor by 2.
 
:'''Hull Armor:''' Increase Hull Armor by 2.
 
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Revision as of 08:03, 25 May 2024

px500

The Black Sheep

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Commissioned out of Flat Rock Shipyards. the Black Sheep has seen 25 years of service, including two major retrofits.

Upon the death of her original owner, the ship passed in five equal shares to her current crew.

Wealth

This represents the collective purchasing power the crew has to acquire cargo, affect repairs, and make improvements without tapping their personal funds.

d8

Stats

Beam 30' | Keel 150'


Pace 30" (Top Speed 20 knots) || Toughness Hull: 12 (2) / Rigging: 4 (Rigging cannot effectively been armored) || Handling +0

Note: Airship hulls are considered Heavy Armor.

Upgrades: Players may assign one upgrade to their Airship during chargen and at each Rank without triggering a wealth roll or requiring the usual shipyard time to install improvements. These upgrades model a synergistic change in the vessel brought on by proximity to its crew and regular exposure to Dust.

Pace: Increase Pace by 3" (Top Speed increases by 2 knots)
Handling: Increase Handling +1.
Hull Armor: Increase Hull Armor by 2.

Decks

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Forecastle (Forward/Bow Top) 30' x 20'

Quarterdeck (Aft/Stern Top) 30' x 40'

Main Deck (Open to air [30' x 120'] at Midships) 30' x 180'

Lower Deck (Covered) 30' x 180'

Cannons (6) 140 degree field of fire || ROF 2 || 50/100/20
Solid Shot 4d8 + (8) || AP 4 || Special: Damage Bonus not applied v Rigging
Chain Shot 50/100/200 || 3d8 + (6)

Hold (Cargo/Supplies) 30' x 180'

Hands

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The ship has 4 Clockwork Crew, Extras who act as Hands for general labor and to help keep the ship in the sky.


Agility d6 Smarts d6 || Spirit d6 || Strength d6 || Vigor d6

Pace d6 || Parry d6 || Toughness d6

Athletics d6 || Notice d6 || Repair d6 || Shooting d6

Construct: Clockwork Crew get +2 to recover from being Shaken; ignore 1 point of Wound penalties; don’t breathe, and are immune to poison and disease.​
Fearless: Clockwork Crew are immune to fear and Intimidation​

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