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Version 0.

5
Compiled by David Andrews

Airship Design Sequence


1. Note down stats for a "stock" Tigerfish class (reprinted below).
2. Spend 50ARP on Facilities and Weapons.
3. Add a Rank 5 Scurvy crew
4. Raid the skies.

"Stock" Tigerfish class Airship


Handling: 8 Movement: 100mph
Armour Points: 5 Crew: 50/40
Resource Space: 50 Range: 1000 miles
Cost: He14'000
Facilities: (to be added)
Weapons: (to be added)
Broadside Damage: -
Health: 17 Dice

Facilities
Name ARP Cost HE Cost Source Notes
Armour 1 50 CRB.122
Automaton Mount 2 5 CRB.122
Bar 5/10/15 200/350/500 Web
Cabin, Luxurious 5 200 CRB.123
Cabin, Standard 3 100 CRB.123
Cabin, Steerage 5 100 Web
Cargo Hold - - CRB.123
Chapel 12 300 Web
Counting Room 5 250 Web
Crew Space 5 100 CRB.124
High Performance Design 5 300 Web
Marine Quarters 5 100 CRB.124
Microbrewery 5 200 Web

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Name ARP Cost HE Cost Source Notes
Music Studio 10 500 CRB.125
Office 3 150 Web
Petty Cash 1 - CRB.125
Professor Schrodinger's Dimensional Catapult 4 - Web
Props Room 8 300 CRB.125
Sails 1 50 CRB.125
Sauna 1 20 Web
School Room 10 250 Web
Science Lab 5 200 CRB.125
Sick Bay 5 300 CRB.125
Solid Rocket Boosters 1 200 Web
Stables 3 50+ CRB.125
Storage Room 1 10 CRB.125
The Chrononautilus 4 N/A CRB.123
Training Room 10 100 CRB.126
Trapeze 2 15 Web
Weapons Locker 3 500 CRB.126
Workshop 4 300 CRB.126

Bar (5/10/15 APR, HE200/350/500)


Created by Stibbons
Yes, your airship is a flying tavern, taking comfort and succour to the needy wherever they may be. Inside the
swinging doors are a dozen tables or so, with sturdy stools, while along the side walls are semi-enclosed shady
snugs (six in all) for those clandestine meetings. At the back is the bar itself, dark polished wood, with ranks of
glittering bottles behind and barrels of ale (and a handy nightstick) under the counter. A great place to plot, to
relax, to share confidential information with your wise and friendly barkeep who will listen to all your problems,
offer sage advice (and remember the important stuff for later). A large bar can hold about 40 customers (30 or
20 for a medium or small bar respectively), all of whom will enjoy an evening of hearty ale, fine rum and
intelligent conversation. Or if they're the rowdier sort, well, there's always that nightstick.

Cabin, Steerage (5 ARP, HE100)


Created by Stibbons
A simple room with enough space for ten passengers to sleep on simple, stacked bunks and a small locker for
personal possessions. This is how the poorer people travel. The room has a sturdy door and is normally kept
locked, but the passengers are let out twice a day for a basic meal, to take a walk around the deck and use the
ship's facilities (a bucket behind a canvas curtain serves at other times, I'm sure you get the picture).

Chapel (12 ARPs, HE300)


Created by Stibbons
Your airship is a place of worship and contemplation. To either side of a central aisle are banks of close-set
pews allow 30 to 40 souls to hear your wise words. At the front is a simple table to act as an altar, covered with
a plain white cloth (beneath this is a large chest with all the props required to switch denominations to suit your
congregation). To one side is a steam piano with which the lead the brethren in song and on the other a
confessional where they can unburden their sins and salve their consciences. What's that my son, you've had
sinful thoughts while working on late night secret deliveries of valuable goods to the merchant quarter of town?
Come, tell me more that I might understand your worries better and absolve you...

Counting Room (5 ARP, HE250)


Created by Stibbons
A nicely wood panelled room, with a large clock ticking on the wall. In the centre is an Imperial Business
Machines CogitationBox-500 and to either side long leather- topped tables with drawers bursting with pens,
quills, pencils, ink and blotters, surrounded by narrow benches and stools. Lining the walls are filing cabinets
containing paper, punch cards, every type of form known to man (plus quite a few unknown) and file after
alphabetically listed file. Along the top of these are large leather-bound ledgers, reference books and
computational tables, held securely in place with brass locking bars. A well-used clockwork tea/coffee maker
lurks in one corner. Adds two to the dice pool of any Accountancy or Mathematics rolls made here (this also
applies to Chrononautilus calculations).

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High Performance Design (5 ARP, HE300)
Created by James08800
Through a combination of improved engines and structural redesign, the ship has been reconfigured for high-
speed performance. Up to three levels can be bought, each adding +1 to Handling and increasing Speed by 10%.
However, such high performance comes at a price. Fuel consumption at higher levels is increased, reducing the
maximum operating range. One level of High Performance does not negatively increase fuel consumption; two
levels reduce range by 10%, three levels by 20%.

Microbrewery (5 ARP HE200)


Created by Stibbons
A room packed with copper vats, pipework and glass tubing. A microbrewery allows your vessel to produce its
own in-house, er, in-airship beer. Every week you can turn out 5 kegs each of two different beers, quality
dependent on your own brewing skills of course (1 keg provides 100 servings of beer, costing HE1 for a
production run's worth of raw materials and earning potential HE9 a week, if anybody will drink the stuff).

Office (3 ARPs, HE 150)


Created by Stibbons
A small room with a desk, a couple of chairs, a bookcase, a filing cabinet and a small drinks cabinet. Behind the
desk a clock ticks on the wall, flanked by a couple of framed certificates, while facing each other on the other
walls are a large pinboard laden with notes and messages and a portrait of "Our Founder", whoever that might
be.

Professor Schrodinger's Dimensional Catapult (4 APRs, Priceless)


Created by Stibbons
This device is even rarer than the Chrononautilus and in fact may not even exist (except occasionally). Oddly it
looks just like the Chrononautilus, even works and is installed in the same way, save that the gas in the globes is
green. When found it will have a scrawled set of notes by someone called Erwin Schrodinger from the 1930s,
allowing the characters to set it up, and will seem to operate normally. However when in whatever past the
players have chosen to visit, they will begin to notice something... odd. Odd along the lines of "Why do a lot of
people in Victorian London have pointy ears or animal heads?", "Promethea? There's no Promethea in this
history book" or "Obama?"

In short the Catapult deposits the ship in an alternate timeline, and furthermore will only ever allow them back
into that alternate timeline at the point in time when they left it, the device simply doesn't work any other way.
With the notes are half a dozen sets of calculations and device settings apparently to visit previous times with a
simple warning of "Only use these!" If the players attempt a new setting, the device glows and vanishes, leaving
the ship behind. If the characters ever manage to research the history of Erwin Schrodinger, they'll find he was a
promising young physicist from Europe who died in a tragic automobile accident. In 1919.

Clarification- Of the half dozen settings, one will be the one the machine is currently set to. DO NOT
LOOSE THIS SETTING. Seriousoy, this is your way home. When you use the device, if you use the
settings as given it will always take you back to the last time and place the Dimensional Catapult was
in that particular dimension. This can cause... problems, depending on who had it last and what they
did, leaving you appearing in the path of a cannon volley for example. If you perform a series of
calculations as per the normal time travel rules you can shift your arrival point spatially, but never,
ever temporally. The number of successes will give an idea of how close to the destination you were
trying for, a foul failure means the device takes off without you. Players no doubt can find various ways
of using a device that allows them to shift from one dimension to another and then back to a different
place in the first the exact same moment they left it, no matter how long they spent in the second
dimension. Or indeed which ship the device is mounted in.

Sauna (1 ARPs, HE 20)


Created by Iskallor
First implemented in the famous airship Ukko's Revenge, by the Finnish Pirate Mikko Höyrykone, this is a
space converted to house a communal ship's sauna. Heated either by cunning use of the ship's excess steam from
its engines, or a more traditional wood/coal burning stove used to heat stones. The result? A happy, clean and
well presented crew. Just what you need after a bloodthirsty plunder and planning to spend a night on the tiles in
your nearest Skyloft.

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School Room (10 ARPs, HE 250)
Created by Stibbons
Time to take some book learning to the uneducated masses! Rows of wooden desks and stools allow up to 20
pupils to study here at a time, at the front is a larger desk on a platform from there the teacher can glower at his
class and hurl the occasional piece of chalk at miscreants, behind him a large blackboard covers the wall. To one
side is a large bookcase and to the other a cupboard for supplies. In the corner is a stool with a dunces hat on it,
and if there's any more talking at the back someone is going to end up wearing it.

Solid Rocket Boosters (1 ARP, HE200)


Created by blaster219
These tubes mounted on the sides of the ship at its stern contain a solid rocket fuel mixture than be ignited to
give a quick boost to speed (up to 50% extra) for a short period; useful for getting away from an IAN patrol
ship, pirates, or catching up to prey. However, once ignited they cannot be shut down until all the fuel is
consumed which takes about six rounds, after which they cannot be used again until their fuel is replenished
(costing 60He). While ignited, an SRB provides a +3 pool Roll Result
modifier to Wits+Pilot+Handling rolls to determine whether the 1 Dud - the rocket fizzles and refuses
ship either evades pursuit or catches up to prey. However, the to ignite
accelerated speed can make fine manoeuvring tricky and they 2-3 Incorrect Fuel Mix - the rockets
impose 3 Black Dice on any attempts to avoid hazards. ignite but burn too vigorously,
burning out after only 2 rounds.
An airship can only benefit from one set of SRBs at any one Furthermore, the energetic reaction
time. Firing any more will result in an "unexpected loss of has damaged the exhaust nozzles
structural integrity," or in English, "it's the ship cap'n, she cannae and the tubes will need major
take the strain." This doesn't stop an enterprising captain buying repairs before they can be used
more than one set to increase the time a ship can remain at again
boosted speed (by firing them sequentially) or providing extra 4-5 Defective Mounting Bracket - The
opportunities for boosting. rocket tubes fly off (you've just
invented forward torpedoes) and the
Solid Rocket Boosters are volatile and temperamental and there airship stays where it is.
is the chance that someone can go wrong if they are incorrectly 6 Volatile Fuel Mix - The rockets
mounted or fuelled. When ignited, the ship's Engineer should explode and the airship takes
make a Difficult Ad-Hoc Repair roll. If there are no successes, (Airship Health Dice / 2) damage
roll a single d6 and consult the table to the right. and catches fire

Trapeze (2 ARP, HE15)


Created by Stibbons
A spring-mounted hook on the end of a long pole attached to the underside of an airship, with a Difficult
piloting roll a biplane or triplane pilot can latch a ring on the top of his plane onto the hook and be reeled in, a
hatch in the underside gives the pilot access to the airship interior. To take off simply pull the lever and the
plane drops away. The Helium City University has developed this device from old texts they've unearthed and
someone monumentally naive has decided it would be jolly useful to let their new exploratory airship have one,
so they can send a plane off on little side jaunts dontcherknow. There will be collective apoplexy when
everybody else realises the military implications of this, particularly the IAN.

Weapons
Name ARP Cost HE Cost Source Notes
Cannon, Heavy 4 160 Web 20 Damage, 400 yards
Cannon, Large 2 40 CRB.123 15 Damage, 300 yards
Cannon, Long 3 100 Web 15 Damage, 400 yards
Cannon, Small 1 20 CRB.123 10 Damage, 200 yards
Cannon, Turntable 4 40 CRB.123 Damage as cannon size, bought separately
Grappling Hook Launcher 2 20 CRB.124 6 Damage, 25 yards
Lightning Gun, Mounted 5 80 CRB.124 12 Damage, 100 yards, ignores armour
Rocket Launcher, Single 2 80 Web 8 Damage, 300 yards, 3 yard blast radius
Rocket Launcher, Multiple 6 120 Web 2 Damage*, 200 yards, 2 yard blast radius

Cannon, Heavy (-4 ARPs, HE160)


Created by Stibbons

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With a larger barrel and high strength metal construction, the Heavy Cannon can fire a larger cannonball than its
smaller cousins can. It also accepts a more powerful gunpowder charge capable of propelling the cannonball
much further. Due to its massive construction, and the more massive rounds, weight becomes an issue so the
number of Heavy Cannon's an airship can carry is limited to 1 Heavy cannon per 15 Airship Health Points

Cannon, Long (-3 ARPs, HE100)


Created by Stibbons
Its name is not because it has a longer barrel than other cannons, nor is it because its cannon balls are not round,
but tapered like a bullet. Both of those are factors in how its name came about, along with the corkscrew-like
groves inside the barrel. A Long Cannon is called a Long Cannon because its long rifled barrel and bullet like
rounds give it an exceptional range when compared to other cannons. Its range is challenged only by the Heavy
Cannon and even then, that cannon matches the Long Cannon's range through sheer brute force. The oversized
barrel and specialist ammunition limit the number of Long Cannons an airship can carry to 1 Long Cannon per
10 Airship Health Points

Rocket Launcher, Single (2 ARPs, HE80)


Created by blaster219
Rocketry has been around for thousands of years, and has been used for military purposes for centuries. It
reached its peak just prior to the Great Rectification with missiles guided by built in Difference Engines that
could be programmed to strike targets beyond visual range with uncanny accuracy. This is not one of those
weapons however. Little more than a rocket-propelled grenade, the launcher shoots an explosive charge at a
target that detonates on impact. Whilst not having the same raw destructive force of a cannon shot, the rocket
more than makes up for this by spreading the explosive force outwards.

Rocket Launcher, Multiple (6 ARPs, (HE120)


Created by blaster219
A variation on the single shot launcher, this "Pod" contains 6 launcher tubes clustered together and each rocket
is fired simultaneously in a single burst. These rockets are smaller than their single-shot cousins are and thus
contain less propellant and explosives reducing their range and destructive power. However, their intended
usage is to saturate an enemy's defences with multiple smaller impacts, spreading the destruction over a wider
area.

Upon a successful hit, roll 1d6 to determine how many rockets strike the target and the combined damage total.
Multiply the d6 roll by 2 to determine the combined damage total.

However, the multiple rocket launcher takes significantly longer to reload than a regular single-shot launcher
and can only be fired every other round.

Complications
Name ARP Gained Source Notes
Bad Reputation 5 Web
Cramped 5 CRB.126
Fragile 5 CRB.126
Port Suspicion 5 Web
Sluggish 5 CRB.125
Unlucky 5 Web
Wallowing 5 CRB.126

Bad Reputation (-5 ARPs)


Created by Bisikoff
The ship has a bad reputation, and is recognizable to pirate hunters, privateers and such. The ship's notoriety is
wicked, and often eclipses that of the PCs themselves. The ship is a known as a bloodthirsty ship, regardless of
the change of captain and crew over the years (and often).

Port Suspicion (-5 ARPs)


Created by Bisikoff

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The ship is subject to bad rumours and scuttlebutt. Unlike Bad Reputation, the rumours vary - often
embarrassing, inconvenient or odd. PCs may be surprised to learn that rumour is they are hiring, looking for a
particular type of patron or passenger, deals in a type of cargo, etc.

Unlucky (-5 ARPs)


Created by Bisikoff
The ship itself is unlucky. Crew morale is quicker to turn (and with it Captain's fortunes). Winds turn against the
ship. Prey turns out slim pickings. Black dice might be added to ships pools for rolls (but don't overdo it).

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