Airship: The Black Sheep

Ship's Name TBD
Wealth 
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 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
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