Badlands Airship
![px500](/images/9/92/BLAirship0002.png)
Ship's Name TBD
Wealth ![d8](/images/thumb/2/24/D8a.png/24px-D8a.png)
This represents the purchasing power the crew has collectively to acquire cargo, affect repairs, and make improvements without tapping their personal funds.
Stats
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 hit. 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
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
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