Airship: The Black Sheep
The Black Sheep
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.
Stats
Beam 30' | Keel 150'
Pace 30" (Top Speed 20 knots) || Toughness Hull: 12 (2) / Rigging: 4 (Rigging cannot be effectively armored) || Handling +0
- Note: Airship hulls are considered Heavy Armor for the purpose of determining damage.
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
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 (3/port; 3/starboard) || ROF 1/2 || 50/100/20
- Ball Shot: [72] 4d6 + (8) || AP 4
- Chain Shot: [24] 3d6 + (4) || Special: +1d6 v Rigging
- Grape Shot: [12] 3d6 + (4) || Special: +1d6 v Rigging
Hold (Cargo/Supplies) 30' x 180'
Hands
The ship has 4 Clockwork Crew, Extras who act as Hands for general labor and to help keep the ship in the sky.
- 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