Airships
Airship Creation
Follow the Steps to creating an Airship below.
Pick a Talent
- Much like characters, all airships have a Talent. It is functionally the same as Talents found on any character and provide a bonus draw when relevant.
- Some Examples
- High Performance Engines, Agile, Armored, Smuggling Spaces, Famous, Reliable, High Altitude Design, et cetera
Pick a Flaw
- Unlike characters, all airships have a mandatory flaw that can affect the narrative at any time. They are functionally the same flaws on characters.
- Some examples
- Slow, Fuel Hog, Thin Plating, Haunted, Low Altitude, Top Heavy, Too Light, Stolen, Poor Handling, High Maintenance, Hideous, et cetera
Get Free Decks
- Every airship has the following decks.
- Topdeck / Helm - This is the top deck, used for observation, some storage and also where the ship is steered.
- Engine Room - This room powers the airship and controls altitude and airspeed.
- Crew Quarters/Common Room - These are below decks and are the ships personal space. Individual rooms are stored here for the crew. There is enough for each member of the party if desired as well as a modest common area.
Pick 2 Bonuses
- Every ship, even the same makes and models, are configured uniquely. Pick 2 bonuses. They can be the same bonus twice if desired.
- Gunnery Deck - Heavy weapons that deal Artillery Hits to other airships and anything else. Each gunnery deck has one deck mounted gun placed anywhere you choose.
- Cargo Deck - Deck dedicated to carrying cargo for jobs. Without it, there is only enough space on the ship for supplies, tools and crew.
- Passenger Decks - Deck dedicated to carrying passengers. Without it, there is no room to house anyone but necessary crew.
- Extra Talent - This ship has a few extra surprises and is good at an extra thing.
- Something special with GMs Discretion
Note: For bigger ships, add more bonuses and gain a flaw for each one. Vice versa for smaller ships.
Name, Make, and Model
- Pick the Name of your airship. Some examples include:
- The Uncanny, The Albatross, Black Medallion, Daisy, Mother of Exiles, Deliverance, Reaper's Eye, Fiat Justitia, Atrocity, et cetera.
- Create the Make and Model - these are entirely made up and there isn't a list of makes and models but some examples are below:
- Peregrine Shipworks, Type F
- Hawker Industries, Deluxe Liner
- Schneider Luftwerks, Aeronaut Limited
- Cobalt Industrial Fleets, Cargo Liner Model H
- Harrow Aerotechnics, Express Class
Vehicle Combat
Vehicle combat is very similar to normal combat with the exception that in order for the vehicle to do anything, multiple people need to work in coordination, and many times, one players actions will affect what another player can do, so collaborating on the order is a necessity for the party.
In order for an airship to do anything, a character needs to operate a station on their turn to act.
- Common Stations
- Helm - Steers and controls the ship.
- Red suits indicate clear firing lanes, dodging incoming fire, and navigating difficult sky
- Black suits indicated getting hit by enemy fire, Penalty Draws to Gunnery, mid air collisions, and other damage to the airship.
- Gunnery - Firing ship to ship and ship to ground weapons.
- Red Suits indicate direct hits and dealing Artillery Hits to enemy vessels
- Black Suits indicate weapon jams, bad collateral damage, losing track of the enemy in cloud cover,
- Engines - Controls altitude and airspeed of the ship
- Red suits indicate bonuses to the Helm, outrunning enemy ships, controlling fires onboard, successful jury rigging and damage control
- Black suits indicate fires breaking out onboard, sharp loss of altitude, Penalty Draws to the Helm, temporary engine failure,
- Spotters - Assist any of the stations above.
- Give a free bonus draw by helping watch gauges, help with damage control, providing an extra pair of hands to help reload weapons, or just keeping an eye out for obstacles.
- Damage
- Vehicles can take three Artillery Hits before they cease to function. Larger vehicles may take more than three at the Judge’s discretion.
- Each Artillery Hit damages a specific deck when it deals damage.
- Damaged decks are chosen by the Judge, they can be chosen randomly or assigned.
- The deck receives a Maim called “Damaged” making future draws involving that deck harder with a Penalty Draw.
- All characters on that deck receive 2 Hits.