Badlands Airship: Difference between revisions

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'''Beam''' 30' | '''Keel''' 150'  
'''Beam''' 30' | '''Keel''' 150'  
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'''Speed''' [[file:d0a.png|20px]]
'''Pace''' 12 || '''Handling''' -2 || '''Toughness''' 8
|| '''Handling''' [[file:d0a.png|20px]] || '''Hull''' [[file:d0a.png|20px]]


:Players have '''6''' points to divide between Speed, Handling, and Hull.
:Players have '''6''' points to divide between Pace, Handling, and Toughness.
 
:'''Note:''' Pace and Toughness per normal. Handling represents a penalty or bonus to Piloting checks.
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'''Cannon''' [[file:d0a.png|20px]]
'''Cannon''' 4 || '''Harpoons''' 4 || '''Illumination''' 2
|| '''Harpoons''' [[file:d0a.png|20px]] || '''Illumination''' [[file:d0a.png|20px]]


:Players have '''6''' points to divide between Cannon, Harpoons, and Illumination.
:Players have '''6''' points to divide between Cannon, Harpoons, and Illumination.
 
:'''Note:''' The mod for Cannon indicates bonus damage (regular damage determined by ammo) while the mod for Harpoon represents a bonus to Shooting. Illumination reduces penalties to vision, and if it exceeds the penalty may grant the difference as a bonus to certain actions to a max of +4.
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:'''Athletics''' [[file:d6a.png|20px|d6]] '''|| Notice''' [[file:d6a.png|20px|d6]] '''|| Repair''' [[file:d6a.png|20px|d6]] '''|| Shooting''' [[file:d6a.png|20px|d6]]
:'''Athletics''' [[file:d6a.png|20px|d6]] '''|| Notice''' [[file:d6a.png|20px|d6]] '''|| Repair''' [[file:d6a.png|20px|d6]] '''|| Shooting''' [[file:d6a.png|20px|d6]]
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::'''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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[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]]

Latest revision as of 16:18, 23 May 2024

px500
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Ship's Name TBD[edit]

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Wealth d8[edit]

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

Stats[edit]

Beam 30' | Keel 150'


Pace 12 || Handling -2 || Toughness 8

Players have 6 points to divide between Pace, Handling, and Toughness.
Note: Pace and Toughness per normal. Handling represents a penalty or bonus to Piloting checks.

Cannon 4 || Harpoons 4 || Illumination 2

Players have 6 points to divide between Cannon, Harpoons, and Illumination.
Note: The mod for Cannon indicates bonus damage (regular damage determined by ammo) while the mod for Harpoon represents a bonus to Shooting. Illumination reduces penalties to vision, and if it exceeds the penalty may grant the difference as a bonus to certain actions to a max of +4.

Decks[edit]

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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'

Harpoons (3)

Lower Deck (Covered) 30' x 180'

Cannons (6)

Hold (Cargo/Supplies) 30' x 180'

Hands[edit]

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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​

< < < Back to Main Page