Airship: The Black Sheep: Difference between revisions
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[[File:BLAirship0002.png|center|px500]] | [[File:BLAirship0002.png|center|px500]] | ||
==The Black Sheep== | == The Black Sheep == | ||
[[File:Airship_the_black_sheep.png|right|500px]] | |||
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | [[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | ||
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Upon the death of her original owner, the ship passed in equal shares to her current crew. | Upon the death of her original owner, the ship passed in equal shares to her current crew. | ||
==Ship Wealth== | == Ship Wealth == | ||
This represents the collective purchasing power the crew has to acquire cargo, affect repairs, and make improvements without tapping their personal funds. | This represents the collective purchasing power the crew has to acquire cargo, affect repairs, and make improvements without tapping their personal funds. | ||
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---- | ---- | ||
==Stats== | == Stats == | ||
'''Beam''' 30' | '''Keel''' 150' | '''Beam''' 30' | '''Keel''' 150' | ||
---- | ---- | ||
'''Pace''' 36" (Top Speed 24 knots) | '''Pace''' 36" (Top Speed 24 knots) | '''Toughness''' Hull: 12 (2) / Rigging: 4 (Rigging cannot be effectively armored) | '''Handling''' +2 | ||
'''Hull/Deck:''' Elemental Resistance [4] (Fire) | '''Hull/Deck:''' Elemental Resistance [4] (Fire) | ||
:'''Note:''' Airship hulls are considered '''Heavy Armor''' for the purpose of determining damage. | :'''Note:''' Airship hulls are considered '''Heavy Armor''' for the purpose of determining damage. | ||
==Decks== | ==Decks== | ||
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | [[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | ||
'''Forecastle''' (Forward/Bow Top) 30' x | '''Forecastle''' (Forward/Bow Top) 30' x 35' | ||
'''Quarterdeck''' (Aft/Stern Top) 30' x | '''Quarterdeck''' (Aft/Stern Top) 30' x 55' | ||
'''Main Deck''' (Open to air [30' x | '''Main Deck''' (Open to air [30' x 55'] at Midships) 30' x 160' | ||
:Squirrel Suits [7] | : Squirrel Suits [7] | ||
:Harpoon Launchers [2] | : Harpoon Launchers [2] | ||
::'''Straight''' [12] | :: '''Straight''' [12] | ||
::'''Hooked''' [12] | :: '''Hooked''' [12] | ||
::'''Torch''' [12] | :: '''Torch''' [12] | ||
::'''Net''' [6] | :: '''Net''' [6] | ||
:Crew Cabins [6] (below forecastle) | : Crew Cabins [6] (below forecastle) | ||
:Captain's Cabin [1] (under quarterdeck, full beam against transom) | : Captain's Cabin [1] (under quarterdeck, full beam against transom) | ||
:Passenger Cabins [2] (under quarterdeck, port and starboard) | : Passenger Cabins [2] (under quarterdeck, port and starboard) | ||
'''Lower Deck''' (Covered) 30' x | '''Lower Deck''' (Covered) 30' x 150' | ||
:Cannons (6) 140 degree field of fire (3/port; 3/starboard) || ROF 1/2 || 50/100/20 | : 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 | |||
: Galley (Forward Starboard) | |||
: Sickbay (Forward Port) | |||
: Forge/Repair (Aft, full beam) | |||
'''Hold''' (Cargo/Supplies) 30' x 150' | |||
==Hands== | |||
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | [[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | ||
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---- | ---- | ||
'''Agility''' [[file:d6a.png|20px|d6]] || '''Smarts''' [[file:d6a.png|20px|d6]] '''|| Spirit''' [[file:d4a.png|20px|d6]] '''|| Strength''' [[file:d8a.png|20px|d6]] '''|| Vigor''' [[file:d6a.png|20px|d6]] | |||
---- | ---- | ||
'''Pace''' [[file:d6a.png|20px|d6]] '''|| Parry''' [[file:d2b.png|20px|d6]] '''|| Toughness''' [[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]] | |||
---- | ---- | ||
:'''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 | |||
---- | ---- | ||
[[File:Clockcrew0003.png|center|200px]] | [[File:Clockcrew0003.png|center|200px]] | ||
[[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | [[SWADE:_Out_of_the_Badlands|< < < Back to Main Page]] | ||
__NOTOC__ |
Revision as of 19:56, 10 June 2024
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 equal shares to her current crew.
Ship 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 36" (Top Speed 24 knots) | Toughness Hull: 12 (2) / Rigging: 4 (Rigging cannot be effectively armored) | Handling +2
Hull/Deck: Elemental Resistance [4] (Fire)
- Note: Airship hulls are considered Heavy Armor for the purpose of determining damage.
Decks
Forecastle (Forward/Bow Top) 30' x 35'
Quarterdeck (Aft/Stern Top) 30' x 55'
Main Deck (Open to air [30' x 55'] at Midships) 30' x 160'
- Squirrel Suits [7]
- Harpoon Launchers [2]
- Straight [12]
- Hooked [12]
- Torch [12]
- Net [6]
- Crew Cabins [6] (below forecastle)
- Captain's Cabin [1] (under quarterdeck, full beam against transom)
- Passenger Cabins [2] (under quarterdeck, port and starboard)
Lower Deck (Covered) 30' x 150'
- 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
- Galley (Forward Starboard)
- Sickbay (Forward Port)
- Forge/Repair (Aft, full beam)
Hold (Cargo/Supplies) 30' x 150'
Hands
The ship has 4 Clockwork Crew, Eenee, Menee, Mynee, and Moe. These are Extras who act as Hands for general labor and to help keep the ship in the sky.
Agility || Smarts || Spirit || Strength || Vigor
Athletics || Notice || Repair || Shooting
- 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